private void Awake()
 {
     if (instance != null)
     {
         Debug.LogError("More than one BuildManager in scene!");
         return;
     }
     instance = this;
 }
Пример #2
0
    public void _mineStabilityUpgrade()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();
        Build_Manager    buildManagerScript    = buildManager.GetComponent <Build_Manager>();

        if (resourceManagerScript.wood >= mineStabilityCostWood && resourceManagerScript.stone >= mineStabilityCostStone && buildManagerScript.mineBuilt == false)
        {
            ++mineStablityLevel;
            resourceManagerScript.wood  -= mineStabilityCostWood;
            resourceManagerScript.stone -= mineStabilityCostStone;

            float newStabilityCostWood = (float)mineStabilityCostWood * upgradeCostMultiplier;
            mineStabilityCostWood = (int)newStabilityCostWood;

            float newStabilityCostStone = (float)mineStabilityCostStone * upgradeCostMultiplier;
            mineStabilityCostStone = (int)newStabilityCostStone;

            if (buildManagerScript.mineBuilt == false)
            {
                buildManagerScript.mineBuilt = true;
            }
        }
    }
Пример #3
0
 void Start()
 {
     buildManager = Build_Manager.instance;
 }
Пример #4
0
 void Start()
 {
     rend         = GetComponent <Renderer>();
     startColor   = rend.material.color;
     buildManager = Build_Manager.instance;
 }
    // Update is called once per frame
    void Update()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        Upgrade_Manager upgradeManagerScript = upgradeManager.GetComponent <Upgrade_Manager>();

        Worker_Manager workerManagerScript = workerManager.GetComponent <Worker_Manager>();

        Build_Manager buildManagerScript = buildManager.GetComponent <Build_Manager>();

        // start game
        if (eventOne)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You wake up on the bank of a river with no knowledge of where or who you are.";
            eventOne       = false;
            eventTwo       = true;

            woodResource.gameObject.SetActive(true);
            woodButton.gameObject.SetActive(true);
        } // end event One

        // over 100 wood
        if (resourceManagerScript.wood >= 50 && eventTwo)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "While the environment isn't foreign you can't remember how to get back where you came from.";
            eventTwo       = false;
            eventThree     = true;

            buildPanel.gameObject.SetActive(true);
            houseUpgrade.gameObject.SetActive(true);
            stoneResource.gameObject.SetActive(true);
            stoneButton.gameObject.SetActive(true);
        } // end event two

        // build house
        if (upgradeManagerScript.housingLevel >= 1 && eventThree)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "A stranger stumbles out of the woods with wounds all over his body. A giant beast appears behind him and with" +
                             "a struggle you both bring the beast down. He like your house but says when he heals he could do it better";
            eventThree = false;
            eventFour  = true;

            workerPanel.gameObject.SetActive(true);
            lumberjacksWorker.gameObject.SetActive(true);
            stoneWorker.gameObject.SetActive(true);
            hunterWorker.gameObject.SetActive(true);
            fisherWorker.gameObject.SetActive(true);
            fishingButton.gameObject.SetActive(true);
            huntButton.gameObject.SetActive(true);
            boneResource.gameObject.SetActive(true);
            teethResource.gameObject.SetActive(true);
            furResource.gameObject.SetActive(true);
            meatResource.gameObject.SetActive(true);
            fishResource.gameObject.SetActive(true);
            axeUpgrade.gameObject.SetActive(true);
            carvingUpgrade.gameObject.SetActive(true);
            bowUpgrade.gameObject.SetActive(true);
            skinningUpgrade.gameObject.SetActive(true);
            fishingUpgrade.gameObject.SetActive(true);
        } // end event three

        // pop over 40
        if (workerManagerScript.totalWorkers >= 40 && eventFour)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "The village has gotten big enough, to start fighting back.";
            eventFour      = false;
            eventFive      = true;

            huntMonsterButton.gameObject.SetActive(true);
            monsterBoneResource.gameObject.SetActive(true);
            monsterTeethResource.gameObject.SetActive(true);
            monsterPeltResource.gameObject.SetActive(true);
            monsterMeatResource.gameObject.SetActive(true);
            monsterScalesResource.gameObject.SetActive(true);
        } // end event four

        // gone on 10 monster hunts
        if (mHuntCount >= 10 && eventFive)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You find what looks like a cave opening on your latest hunt. It looks full of resources. It may be mineable.";
            eventFive      = false;
            eventSix       = true;

            mineStabilityUpgrade.gameObject.SetActive(true);
        } // end event five

        // built mine
        if (buildManagerScript.mineBuilt && eventSix)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "This mine will help us advance our town and better defend ourselves from the monsters";
            eventSix       = false;
            eventSeven     = true;

            mineWorker.gameObject.SetActive(true);
            ironResource.gameObject.SetActive(true);
            ironOreResource.gameObject.SetActive(true);
            coalResource.gameObject.SetActive(true);
            steelResource.gameObject.SetActive(true);
            mineStabilityUpgrade.gameObject.SetActive(true);
            pickaxeUpgrade.gameObject.SetActive(true);
            blacksmithBuild.gameObject.SetActive(true);
            mineSwitch.gameObject.SetActive(true);
        } // end event six

        // on blacksmithBuild
        if (buildManagerScript.blacksmithBuilt && eventSeven)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You have the tools to build a might city now that will attract people scattered all around the land.";
            eventSeven     = false;

            buildPanel.gameObject.SetActive(true);
            herbButton.gameObject.SetActive(true);
            leatherResource.gameObject.SetActive(true);
            herbResource.gameObject.SetActive(true);
            RelicsResource.gameObject.SetActive(true);
            tradingPostBuild.gameObject.SetActive(true);
            wallBuild.gameObject.SetActive(true);
            tanneryBuild.gameObject.SetActive(true);
            ironForgeBuild.gameObject.SetActive(true);
            trainingHutBuild.gameObject.SetActive(true);
            smokeHouseBuild.gameObject.SetActive(true);
            herbalistBuild.gameObject.SetActive(true);
            enchanterBuild.gameObject.SetActive(true);
            ritualTable.gameObject.SetActive(true);
            chiefsHut.gameObject.SetActive(true);
        }
    } // end update