public void ContinueOrRestart() { if (electionWon) { ElectionScreen.SetActive(false); GameOnScreen.SetActive(true); GameOnObjects.SetActive(true); pt.currentElectionNumber++; pt.AlterPercentApproval(UnityEngine.Random.Range(-10, 2), PoliticsParty.Balance); pt.AlterPercentApproval(UnityEngine.Random.Range(-10, 2), PoliticsParty.Peacenik); pt.AlterPercentApproval(UnityEngine.Random.Range(-10, 2), PoliticsParty.Warhawk); pt.PreviousElectionResult = pt.ElectionResult; } else { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } }
public void ObjectSpawner(GameObject objectToBeSpawned, Vector3 location) { spawnTargetCoords = hexGrid.ReturnHexCoords(location); UnitTypes spawnUt; if (OverallHexCoordsDict.GameDictionary.TryGetValue(spawnTargetCoords, out spawnUt)) { switch (spawnUt) { default: StartCoroutine(gameUI.SetMessage("Move out unit from spawn Zone")); break; } } else { if (bc.NumberOfActionsRemaining > 0) { switch (objectToBeSpawned.GetComponent <ObjectInfo>().ut) { case (UnitTypes.Miner): NumberOfResources -= baseActionController.CostOfMiner; pt.AlterPercentApproval(Random.Range(-2, 2), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(2, 5), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(0, 1), PoliticsParty.Balance); break; case (UnitTypes.Settler): pt.AlterPercentApproval(Random.Range(-2, 2), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(2, 5), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(0, 2), PoliticsParty.Balance); NumberOfResources -= baseActionController.CostOfSettler; break; case (UnitTypes.Soldier): pt.AlterPercentApproval(Random.Range(2, 5), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(-4, -2), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(-2, 2), PoliticsParty.Balance); NumberOfResources -= baseActionController.CostOfSoldier; break; } Instantiate(objectToBeSpawned, location, Quaternion.identity); StartCoroutine("RefreshUnitArray"); bc.NumberOfActionsRemaining--; } } }
public void HandleUpgrade() { if (gc.NumberOfResources >= CostToUpgrade) { gc.NumberOfResources -= CostToUpgrade; switch (gc.SelectedObject.GetComponent <ObjectInfo>().ut) { case (UnitTypes.Miner): pt.AlterPercentApproval(Random.Range(-2, 2), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(1, 3), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(-3, 3), PoliticsParty.Balance); break; case (UnitTypes.Soldier): pt.AlterPercentApproval(Random.Range(1, 3), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(-1, -3), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(-3, 3), PoliticsParty.Balance); break; case (UnitTypes.Settler): pt.AlterPercentApproval(Random.Range(1, 3), PoliticsParty.Warhawk); pt.AlterPercentApproval(Random.Range(-1, -3), PoliticsParty.Peacenik); pt.AlterPercentApproval(Random.Range(-3, 3), PoliticsParty.Balance); break; } StartCoroutine(gameUI.SetMessage("Upgraded: " + gc.SelectedObject.GetComponent <ObjectInfo>().ut.ToString())); NumberOfActions++; maxActions++; } }