// Update is called once per frame void UpdateEveryMinute() { if (!inGame) { return; } float epochC02 = 0.0f; float epochNuclear = 0.0f; float epochPower = 0.0f; float epochWellness = 0.0f; float epochMoney = 0.0f; for (int i = 0; i < nTiles; i++) { HexTile hexTile = tiles[i].GetComponent <HexTile>(); epochC02 += hexTile.GetC02Polution(); epochNuclear += hexTile.GetNuclearWaste(); epochPower += hexTile.GetPower(); epochWellness += hexTile.GetWellness(); epochMoney += hexTile.GetMoney(); } // update number of houses int population = GetPopulation(); int popSpace = numberHouses * 500; while (popSpace < population) { AddHouse(); popSpace = numberHouses * 500; } // update money // currentMoney += population * 1; // Debug.Log(currentMoney); epoch++; currentMoney -= epochMoney; // Update world UpdateC02(epochC02); UpdateNuclear(epochNuclear); UpdatePower(epochPower); UpdateWellness(epochWellness); gameStatistics.UpdatePanel(1900 + epoch * 10, epochC02, epochNuclear, epochPower, historyWellness[epoch], currentMoney, population, GetPowerDesire()); //UpdateMoney(); /* * */ // Update plots /* * plot.UpdateEpoch(epoch); * plot.UpdateC02(historyC02); * plot.UpdateNuclear(historyNuclear); * plot.UpdatePower(historyPower); * plot.UpdateWellness(historyWellness); * * // Update Natural Disasters probability * disasters.UpdateEpoch(epoch); * disasters.UpdateC02(historyC02); * disasters.UpdateNuclear(historyNuclear); * disasters.UpdatePower(historyPower); * disasters.UpdateWellness(historyWellness); */ buildManager.UpdateEpoch(epoch); if (epoch > 14) { gameOverController.YouWon(); inGame = false; } string s = ""; Debug.Log("len " + historyWellness.Length); /* * for (int i = 0; i < historyWellness.Length; i++) * { * s += historyPower[i]+" , " ; * } */ Debug.Log(s); /* * if(epoch>1) * { * windowGraph.ShowGraph(historyWellness, epoch,0,100); * windowGraphPower.ShowGraph(historyPowerPlot, epoch,0,100); * windowGraphCO2.ShowGraph(historyC02Plot, epoch, 0, 100); * }*/ }