void InitFarmValues(BuildMaterialType type) { switch (type) { case BuildMaterialType.basic: timeToHarvest = 5f; harvestAmmount = 5; break; case BuildMaterialType.stone: timeToHarvest = 90f; harvestAmmount = 8; break; case BuildMaterialType.metal: timeToHarvest = 60f; harvestAmmount = 5; break; default: timeToHarvest = 120f; harvestAmmount = 5; break; } }
// NOW HOUSES ADD TO HOUSING NOT VACANCY(this will make survivors more comfortable) void ApplyBonus(BuildMaterialType type) { switch (type) { case BuildMaterialType.basic: Debug.Log("Adding House bonuses!!"); maxHabitants = 1; intBonus1 = maxHabitants; townCentral.housingCount = townCentral.housingCount + maxHabitants; hpLoss = 5f; floatPenalty1 = hpLoss; townTProps.tileHitPoints = townTProps.tileHitPoints - hpLoss; break; case BuildMaterialType.stone: maxHabitants = 2; intBonus1 = maxHabitants; townCentral.housingCount = townCentral.housingCount + maxHabitants; hpLoss = 3f; floatPenalty1 = hpLoss; townTProps.tileHitPoints = townTProps.tileHitPoints - hpLoss; break; case BuildMaterialType.metal: maxHabitants = 3; intBonus1 = maxHabitants; townCentral.housingCount = townCentral.housingCount + maxHabitants; hpLoss = 1f; floatPenalty1 = hpLoss; townTProps.tileHitPoints = townTProps.tileHitPoints - hpLoss; break; default: maxHabitants = 1; intBonus1 = maxHabitants; townCentral.housingCount = townCentral.housingCount + maxHabitants; hpLoss = 5f; floatPenalty1 = hpLoss; townTProps.tileHitPoints = townTProps.tileHitPoints - hpLoss; break; } }
void BoostTileHitPoints(BuildMaterialType type) { switch (type) { case BuildMaterialType.basic: hitPointsBoost = 10f; floatBonus1 = hitPointsBoost; defenseRatingBoost = 1; intBonus1 = defenseRatingBoost; townTProps.tileHitPoints = townTProps.tileHitPoints + hitPointsBoost; townTProps.defenseRating = townTProps.defenseRating + defenseRatingBoost; break; case BuildMaterialType.stone: hitPointsBoost = 20f; floatBonus1 = hitPointsBoost; defenseRatingBoost = 2; intBonus1 = defenseRatingBoost; townTProps.tileHitPoints = townTProps.tileHitPoints + hitPointsBoost; townTProps.defenseRating = townTProps.defenseRating + defenseRatingBoost; break; case BuildMaterialType.metal: hitPointsBoost = 30f; floatBonus1 = hitPointsBoost; defenseRatingBoost = 3; intBonus1 = defenseRatingBoost; townTProps.tileHitPoints = townTProps.tileHitPoints + hitPointsBoost; townTProps.defenseRating = townTProps.defenseRating + defenseRatingBoost; break; default: hitPointsBoost = 10f; floatBonus1 = hitPointsBoost; defenseRatingBoost = 1; intBonus1 = defenseRatingBoost; townTProps.tileHitPoints = townTProps.tileHitPoints + hitPointsBoost; townTProps.defenseRating = townTProps.defenseRating + defenseRatingBoost; break; } }
void ApplyBonus(BuildMaterialType type) { switch (type) { case BuildMaterialType.basic: maxGatherers = 1; genGatherAmmt = 2; genGatherT = -0.3f; intBonus1 = maxGatherers; intBonus2 = genGatherAmmt; floatBonus5 = genGatherT; // fill vars townCentral.maxGatherers = townCentral.maxGatherers + maxGatherers; townCentral.gatherAmntGen = townCentral.gatherAmntGen + genGatherAmmt; townCentral.gatherTimeGen = townCentral.gatherTimeGen + genGatherT; // fill special upgrades if (woodGatherT > 0 || stoneGatherT > 0 || metalGatherT > 0 || grainGatherT > 0) { ApplySpecialBonuses(); } break; case BuildMaterialType.stone: maxGatherers = 1; genGatherAmmt = 2; genGatherT = -1f; intBonus1 = maxGatherers; intBonus2 = genGatherAmmt; floatBonus5 = genGatherT; townCentral.maxGatherers = townCentral.maxGatherers + maxGatherers; townCentral.gatherAmntGen = townCentral.gatherAmntGen + genGatherAmmt; townCentral.gatherTimeGen = townCentral.gatherTimeGen + genGatherT; // fill special upgrades if (woodGatherT > 0 || stoneGatherT > 0 || metalGatherT > 0 || grainGatherT > 0) { ApplySpecialBonuses(); } break; case BuildMaterialType.metal: maxGatherers = 2; genGatherAmmt = 2; genGatherT = -2f; intBonus1 = maxGatherers; intBonus2 = genGatherAmmt; floatBonus5 = genGatherT; townCentral.maxGatherers = townCentral.maxGatherers + maxGatherers; townCentral.gatherAmntGen = townCentral.gatherAmntGen + genGatherAmmt; townCentral.gatherTimeGen = townCentral.gatherTimeGen + genGatherT; // fill special upgrades if (woodGatherT > 0 || stoneGatherT > 0 || metalGatherT > 0 || grainGatherT > 0) { ApplySpecialBonuses(); } break; default: maxGatherers = 1; genGatherAmmt = 2; genGatherT = -0.3f; intBonus1 = maxGatherers; intBonus2 = genGatherAmmt; floatBonus5 = genGatherT; townCentral.maxGatherers = townCentral.maxGatherers + maxGatherers; townCentral.gatherAmntGen = townCentral.gatherAmntGen + genGatherAmmt; townCentral.gatherTimeGen = townCentral.gatherTimeGen + genGatherT; // fill special upgrades if (woodGatherT > 0 || stoneGatherT > 0 || metalGatherT > 0 || grainGatherT > 0) { ApplySpecialBonuses(); } break; } }