示例#1
0
    //On building swap needs to check for a lot of scenarios. later, either just put these check in manager, and let spawner script just spawn. Or let the individual buildings
    // that affect vehicles do a call here on "drop"/Start() when instantiated in world.
    private void OnBuildingSwap(BuildingSwapEvent eve)
    {
        string inBuilding = eve.newBuilding.GetComponent <Building>().TypeOfBuilding;

        switch (inBuilding)
        {
        case "BicycleStand":
            //increase scooters/bikes
            int change = bikeMax / 2;
            bikeMax += change;     //increase by 50%;
            //carMax -= change; // decrease by same amount
            Debug.Log("New bike max count: " + bikeMax + " car max count: " + carMax);
            break;

        case "GasStation":
            //increase "regular" cars
            carMax += maxVehicleCount / 4;     // each extra gas station increaases the car count by a fourth of the maximum vehicles
            break;

        case "ElectricalStation":
            //increase just AI/electrical cars ratio
            break;

        case "ParkingLot":
            //increase max of vehicles
            break;

        case "SmartPark":
            //increase vehicle max a load
            break;
        }

        //also check what building was swapped out, this will affect values similarly but like, inverted.
        string outBuilding = eve.newBuilding.GetComponent <Building>().TypeOfBuilding;

        switch (outBuilding)
        {
        case "BicycleStand":
            Debug.Log("wowo");
            break;

        case "GasStation":
            break;

        //increase just AI/electrical cars ratio
        case "ElectricalStation":
            break;

        //increase max of vehicles
        case "ParkingLot":
            break;

        //increase vehicle max a load
        case "SmartPark":
            break;
        }
    }
示例#2
0
    private void OnBuildingSwap(BuildingSwapEvent eve)
    {
        //add ref to audioSources of new added building on map to list here so they may be controlled from manager.
        AudioSource sound;

        if (eve.newBuilding.TryGetComponent <AudioSource>(out sound))
        {
            audioObjects.Add(sound);
        }
    }
示例#3
0
    private void OnBuildingSwap(BuildingSwapEvent eve)
    {
        //get wanted building
        string wantedBuilding = currentObjective.GetComponent <Objective>().typeToBuild;

        //do the current objective checks:
        if (eve.newBuilding.GetComponent <Building>().TypeOfBuilding.Equals(wantedBuilding)) // find way to compare prefab types
        {
            Debug.Log("Placed building matches current objective target");
            progressCount++;
            PrintObjective(); // update quest text for player

            if (progressCount == currentObjective.count)
            {
                ObjectiveSuccess();
            }
        }
    }
 private void OnBuildingSwap(BuildingSwapEvent eve)
 {
 }