void Start() { switch (name) { case "Kitchen": associatedRoom = PlayerRooms.GetKitchenRoom(); break; case "Bedroom": associatedRoom = PlayerRooms.GetBedRoom(); break; case "Office": associatedRoom = PlayerRooms.GetOfficeRoom(); break; case "Study": associatedRoom = PlayerRooms.GetStudyRoom(); break; case "Workshop": associatedRoom = PlayerRooms.GetWorkshopRoom(); break; } roomName = toolTipGroup.GetChild(0).GetComponent <Text>(); tierNumber = toolTipGroup.GetChild(1).GetComponent <Text>(); roomDescription = toolTipGroup.GetChild(2).GetComponent <Text>(); tierValue = toolTipGroup.GetChild(3).GetComponent <Text>(); }
public void UpgradeKitchen() { KitchenRoom kitchen = PlayerRooms.GetKitchenRoom(); if (kitchen.CanBeUpgraded()) { int currentTier = PlayerRooms.GetKitchenRoomTier(); if (kitchen.GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory()) { PlayerRooms.SetKitchenRoomTier(currentTier + 1); kitchen.GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory(); ShopCanvas.TriggerRoomsInfoUpdate(); } else { Debug.Log("Insufficient Resources:" + kitchen.GetDevResourceQuantityAtTier(currentTier + 1)); } } else { Debug.Log("Max Tier Reached: KITCHEN "); } }
public static void Save() { Debug.Log("Save Slot: " + currentSaveSlot); BinaryFormatter data = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + folderPath + currentSaveSlot + saveSlotStrings[currentSaveSlot - 1]); SaveableData saveData = new SaveableData(); //-----------------------Setting Save Data--------------------------------------------- saveData.activeContracts = PlayerContracts.GetActiveContractsList(); saveData.availableContracts = AvailableContracts.GetAvailableContracts(); saveData.availableContractsToRemove = AvailableContracts.GetContractsToRemove(); saveData.didDailyGeneration = TimeManager.GetDidDailyGeneration(); saveData.averageContractDifficulty = AvailableContracts.GetAverageContractDifficulty(); saveData.pastGeneratedContractDifficulties = AvailableContracts.GetPastGeneratedContractDifficuties(); saveData.currentEnergy = PlayerEnergy.GetCurrentEnergyValue(); saveData.currentCurrency = PlayerResources.GetCurrentCurrencyValue(); saveData.currentBuildingMaterials = PlayerResources.GetCurrentBuildingMaterialsValue(); saveData.currentToolParts = PlayerResources.GetCurrentToolPartsValue(); saveData.currentBookPages = PlayerResources.GetCurrentBookPagesValue(); saveData.homesteadTreesCount = HomesteadStockpile.GetAllTreesCount(); saveData.homesteadLogsCount = HomesteadStockpile.GetAllLogsCount(); saveData.homesteadFirewoodCount = HomesteadStockpile.GetAllFirewoodCount(); saveData.ownedTools = PlayerTools.GetOwnedToolsList(); saveData.currentlyEquippedTool = PlayerTools.GetCurrentlyEquippedTool(); saveData.efficiencySkill = PlayerSkills.GetEfficiencySkill(); saveData.contractsSkill = PlayerSkills.GetContractsSkill(); saveData.currencySkill = PlayerSkills.GetCurrencySkill(); saveData.energySkill = PlayerSkills.GetEnergySkill(); saveData.buildingMaterialsSkill = PlayerSkills.GetBuildingMaterialsSkill(); saveData.toolPartsSkill = PlayerSkills.GetToolPartsSkill(); saveData.bookPagesSkill = PlayerSkills.GetBookPagesSkill(); saveData.lumberTreesSkill = PlayerSkills.GetLumberTreesSkill(); saveData.lumberLogsSkill = PlayerSkills.GetLumberLogsSkill(); saveData.lumberFirewoodSkill = PlayerSkills.GetLumberFirewoodSkill(); saveData.bedRoom = PlayerRooms.GetBedRoom(); saveData.kitchenRoom = PlayerRooms.GetKitchenRoom(); saveData.officeRoom = PlayerRooms.GetOfficeRoom(); saveData.studyRoom = PlayerRooms.GetStudyRoom(); saveData.workshopRoom = PlayerRooms.GetWorkshopRoom(); saveData.coffeeMakerAddition = PlayerAdditions.GetCoffeeMakerAddition(); saveData.fireplaceAddition = PlayerAdditions.GetFireplaceAddition(); saveData.frontPorchAddition = PlayerAdditions.GetFrontPorchAddition(); saveData.woodworkingBenchAddition = PlayerAdditions.GetWoodworkingBenchAddition(); saveData.currentTime = TimeManager.GetCurrentTime(); saveData.lastSceneName = SceneManager.GetActiveScene().name; Vector3 spawnHolder = SpawnLocations.GetSpawnForLoad(SceneManager.GetActiveScene().name); saveData.lastSceneSpawnLocation = new float[3] { spawnHolder.x, spawnHolder.y, spawnHolder.z }; //-----------------------Done Setting Data--------------------------------------------- data.Serialize(file, saveData); file.Close(); Debug.Log("Saved here: " + Application.persistentDataPath); }