Exemplo n.º 1
0
    public List <AvailableComponent> GetAvailableComponents()
    {
        DispensaryManager         dm                  = GameObject.Find("DispensaryManager").GetComponent <DispensaryManager>();
        Dispensary                dispensary          = dm.dispensary;
        List <AvailableComponent> availableComponents = new List <AvailableComponent>();
        int storageCount = dispensary.GetStorageCount();

        if ((storageCount + 1) < dispensary.maxStorageCount)
        {
            storageCount++;
            availableComponents.Add(new AvailableComponent("Storage", (storageCount == 0) ? 6500 : (storageCount == 1) ? 14000 : 25000)); // Price for components where the number is limited but greater than 1 will increase with each purchase
        }
        int growCount = dispensary.GetGrowroomCount();

        if ((growCount + 1) < dispensary.maxGrowroomCount)
        {
            growCount++;
            availableComponents.Add(new AvailableComponent("Growroom", (growCount == 0) ? 25000 : (growCount == 1) ? 60000 : 125000)); // Price for components where the number is limited but greater than 1 will increase with each purchase
        }
        int processingCount = dispensary.GetProcessingCount();

        if ((processingCount + 1) < dispensary.maxProcessingCount)
        {
            processingCount++;
            availableComponents.Add(new AvailableComponent("Processing", (processingCount == 0) ? 25000 : (processingCount == 1) ? 60000 : 125000)); // Price for components where the number is limited but greater than 1 will increase with each purchase
        }
        int hallwayCount = dispensary.GetHallwayCount();

        if ((hallwayCount + 1) < dispensary.maxHallwayCount)
        {
            hallwayCount++;
            availableComponents.Add(new AvailableComponent("Hallway", (hallwayCount == 0) ? 5000 : (hallwayCount == 1) ? 6000 : (hallwayCount == 2) ? 7500 : (hallwayCount == 3) ? 10000 : (hallwayCount == 4) ? 15000 : 22500)); // Price for components where the number is limited but greater than 1 will increase with each purchase
        }
        foreach (string comp in dispensary.absentComponents)
        {
            switch (comp)
            {
            case "GlassShop":
                availableComponents.Add(new AvailableComponent("GlassShop", 30000));
                break;

            case "SmokeLounge":
                availableComponents.Add(new AvailableComponent("SmokeLounge", 10000));
                break;

            case "Workshop":
                availableComponents.Add(new AvailableComponent("Workshop", 30000));
                break;
            }
        }
        return(availableComponents);
    }
Exemplo n.º 2
0
    public void SetPurchaseButtonCallback(Button button, string component, float money)
    {
        DispensaryManager dm         = GameObject.Find("DispensaryManager").GetComponent <DispensaryManager>();
        Dispensary        dispensary = dm.dispensary;

        switch (component)
        {
        case "Storage":
            button.onClick.AddListener(() => dm.AddStorageComponent(dispensary.GetStorageCount() + 1, money));
            break;

        case "GlassShop":
            button.onClick.AddListener(() => dm.AddGlassShopComponent(money));
            break;

        case "SmokeLounge":
            button.onClick.AddListener(() => dm.AddSmokeLoungeComponent(money));
            break;

        case "Workshop":
            button.onClick.AddListener(() => dm.AddWorkshopComponent(money));
            break;

        case "Growroom":
            button.onClick.AddListener(() => dm.AddGrowroomComponent(dispensary.GetGrowroomCount() + 1, money));
            break;

        case "Processing":
            button.onClick.AddListener(() => dm.AddProcessingComponent(dispensary.GetProcessingCount() + 1, money));
            break;

        case "Hallway":
            button.onClick.AddListener(() => dm.AddHallwayComponent(dispensary.GetHallwayCount() + 1, money));
            break;
        }
    }