void OnNewMonthEvent(NewMonthEvent e) { if (units.RepairNeeded) { SetButtonState(ButtonState.Paused); } }
void OnNewMonthEvent(NewMonthEvent e) { if (unit.RepairNeeded) { repairGroup.SetActive(true); } }
void OnNewMonthEvent(NewMonthEvent e) { if (e.Month % 12 == 0) { BuildingManager.valueMultiplier += 0.1f; Debug.Log(BuildingManager.valueMultiplier); } }
void OnNewMonthEvent(NewMonthEvent e) { TotalPaid += MonthlyPayment; if (Completed) { Events.instance.RemoveListener <NewMonthEvent>(OnNewMonthEvent); } }
void OnNewMonthEvent(NewMonthEvent e) { foreach (Building b in buildings) { wealth += b.State == BuildingState.Owned ? b.TotalRent : 0; } Loan loan = LoanManager.GetLoan(); if (loan != null && !loan.Completed) { wealth -= loan.MonthlyPayment; } }
void OnNewMonthEvent(NewMonthEvent e) { currentMonth = e.Month; if (NeedsRepair) { monthsRepairNeeded++; if (tenantsPayingRent) { // The chances that tenants will stop paying rent until the apartment is fixed go up each month if (Random.value < ((float)monthsRepairNeeded / 36f)) { StopRent(); Events.instance.Raise(new RentStrikeEvent(this)); } } } if (owned && hasTenants && tenantsPayingRent) { // collect rent Purse.wealth += Rent; // there's a chance a repair is needed if (!NeedsRepair && Random.value >= 0.95f) { NeedsRepair = true; repairCost = (int)((Random.value * 10000).RoundToInterval(500)); attention.gameObject.SetActive(true); } } // renovation takes 6 months if (Renovating && (currentMonth - renovationStart > 6)) { Renovating = false; startingValue *= 1.5f; ignoredRepairs = 0; renovated = true; GetComponent <MeshRenderer>().material = ownedMaterial; Events.instance.Raise(new EndRenovationEvent(this)); } }
void OnNewMonthEvent(NewMonthEvent e) { Wealth += units.Rent; }
void OnNewMonthEvent(NewMonthEvent e) { bool change; switch (State) { case BuildingState.NotForSale: change = Random.Range(0, 60) == 0; if (change) { if (Selected) { Deselect(); } SetState(BuildingState.ForSale); } break; case BuildingState.ForSale: change = Random.Range(0, 6) == 0; if (change) { if (Selected) { Deselect(); } SetState(BuildingState.NotForSale); } break; case BuildingState.Renovating: if (renovationTimer > 0) { renovationTimer--; } else { renovationTimer = 6; Upgrade(1); UpdateDisplayValue(); SetState(BuildingState.Owned); Events.instance.Raise(new UpgradeBuildingEvent(this)); } break; case BuildingState.Owned: bool needRepairs = Random.Range(0, 24) == 0; if (needRepairs && tenants.Count > 0) { int tenantIndex = Random.Range(0, tenants.Count); tenants[tenantIndex].NeedRepair = true; } int repairsNeeded = tenants.Sum(t => t.NeedRepair ? 1 : 0); DisplayRepairs(Mathf.Min(1, repairsNeeded)); if (tenants.Count < Rooms) { Tenant newTenant; if (TenantManager.TryGetApplicant(PerRoomRent, Quality, out newTenant)) { applicants.Add(newTenant); } } if (TotalRent > 0) { // Tried to do a simple effect. failed. /*Transform c = GameObjectPool.Instantiate("Coins", transform.position); * c.SetParent(transform); * c.position = Vector3.zero;*/ } break; default: break; } }
protected void OnNewMonthEvent(NewMonthEvent e) { OnNewMonth(); }