public void AddRelic() { _amountOfRelics++; UIHandler.ShowNotification("You currently have <b>" + _amountOfRelics + "/" + Glob.AmountOfRelicsNeededToWin + "</b> relics in your museum."); if (_amountOfRelics <= Glob.AmountOfRelicsNeededToWin && _myManager is PlayerCityManager) { GameInitializer.AddExplorerScore(6); } if (_amountOfRelics >= Glob.AmountOfRelicsNeededToWin) { CustomTile targetTile = _tileMap[0, 0]; foreach (CustomTile tile in _tileMap) { if (tile.GetBuildingOnTile() is Digsite) { targetTile = tile; break; } } GameInitializer.GetCameraManager().MoveCameraTo(targetTile.transform.position + Glob.CameraBuildingOffset, Glob.CameraBuildingZoomTime); //TODO: Zoom in on a digsite if (_myManager is PlayerCityManager) { UIHandler.ShowNotification("Your city is swarmed with tourists, thanks to the " + _amountOfRelics + " relics you found and put in your museum. AIton's city doesn't stand a chance against this massive economical advantage."); } else { UIHandler.ShowNotification("AIton's city is swarmed with tourists, thanks to the " + _amountOfRelics + " relics he found and put in his museum. Your city doesn't stand a chance against this massive economical advantage, and thus you are forced to surrender."); } GameInitializer.EndGame(false, this); } }
public void HandleChoice(int choice) { Choice chc = _currentEvent.choices[choice]; effectBox.SetActive(true); string repercussionCostText = chc.repercussion.cost.ToString(); if (chc.repercussion.cost < 0) { repercussionCostText = "+" + (-chc.repercussion.cost); } effectText.text = chc.repercussion.description + "\nCost: " + repercussionCostText; GameInitializer.GetBuildingHandler().GetCurrentCity().ReceiveCollection(-(chc.cost + chc.repercussion.cost)); GameInitializer.AddAchieverScore(chc.achieverValue); GameInitializer.AddExplorerScore(chc.explorerValue); GameInitializer.AddKillerScore(chc.killerValue); GameInitializer.AddSocializerScore(chc.socializerValue); }