public override void OnInspectorGUI() { base.OnInspectorGUI(); ResourceManager manager = (ResourceManager)target; _amount = EditorGUILayout.IntField("Amount", _amount); if (GUILayout.Button("Add Gold")) { manager.AddGold(_amount); } }
private void DeliveryRequestFulfilled() { resourceManager.numberOfDiamondsOwned -= goalDiamondQuantity; resourceManager.AddGold(goalDiamondQuantity / 2); if (currentDeliveryNumber >= TotalNumberOfDeliveries) { TurnOtherCanvasGroupsOff(winScreenFinal.GetComponent <CanvasGroup>()); winScreenFinal.SetActive(true); } else { TurnOtherCanvasGroupsOff(winScreen.GetComponent <CanvasGroup>()); winScreen.SetActive(true); } }
private void DigEvent() { int eventRoll = UnityEngine.Random.Range(1, 100); if (eventRoll <= 35 + (rankLevel * 10)) { resourceManager.AddGold(UnityEngine.Random.Range(4, 14)); iTween.PunchPosition(resourceManager.GoldQuantity.gameObject, UnityEngine.Random.insideUnitSphere * 15, 1f); eventBar.AddEvent(EventBar.EventType.FoundGold); } else if (eventRoll >= 85 + (rankLevel * 10)) { MinerGotHurt(UnityEngine.Random.Range(2, 3)); eventBar.AddEvent(EventBar.EventType.MinerHurt); } }
public void DestroyBuilding() { if (buildingSelected == null && mouseOverUI) { return; } Debug.Log("Destroy"); if (buildingSelected.tag == "House") { resource.AddWood(BuilderScript.houseCostWood / 2); resource.AddGold(BuilderScript.houseCostGold / 2); resource.RemoveMaxPop(BuilderScript.houseCostPop); resource.RemoveCurrentPop(BuilderScript.houseCostPop); resource.AddNonIdlePop(-BuilderScript.houseCostPop); resource.AddHouse(-1); Destroy(buildingSelected.transform.parent.gameObject); buildingSelected = null; } else if (buildingSelected.tag == "Farm") { Debug.Log("farm"); resource.AddWood(BuilderScript.farmCostWood / 2); resource.AddGold(BuilderScript.farmCostGold / 2); /*resource.RemoveCurrentPop(BuilderScript.farmCostPop); * resource.AddNonIdlePop(-BuilderScript.farmCostPop);*/ resource.AddFarm(-1); buildingSelected.GetComponent <FarmBehaviour>().DestroyBuilding(); buildingSelected = null; Debug.Log("Destroy farm"); } else if (buildingSelected.tag == "LumberMill") { resource.AddWood(BuilderScript.lumbMillCostWood / 2); resource.AddGold(BuilderScript.lumbMillCostGold / 2); buildingSelected.GetComponent <LumberMillBehaviour>().DestroyBuilding(); buildingSelected = null; } else if (buildingSelected.tag == "GoldMine") { resource.AddWood(BuilderScript.mineCostWood / 2); resource.AddGold(BuilderScript.mineCostGold / 2); buildingSelected.GetComponent <GoldMineBehaviour>().DestroyBuilding(); buildingSelected = null; } else if (buildingSelected.tag == "Warehouse") { resource.AddWood(BuilderScript.warehouseCostWood / 2); resource.AddGold(BuilderScript.warehouseCostGold / 2); resource.AddWareHouse(-1); resource.AddCurrentPop(BuilderScript.warehouseCostPop); resource.AddNonIdlePop(-BuilderScript.warehouseCostPop); Destroy(buildingSelected.transform.parent.gameObject); buildingSelected = null; } else if (buildingSelected.tag == "Bridge") { if (resource.wood > 100 * ResourceManager.bridgeCost) { //resource.wood -= 100 * resource.bridgeCost; resource.RemoveWood(100 * ResourceManager.bridgeCost); resource.RemoveGold(50 * ResourceManager.bridgeCost); ResourceManager.bridgeCost++; //buildingSelected.SetActive(false); buildingSelected.GetComponent <BridgeBehaviour>().RepareBridge(); } } else if (buildingSelected.tag == "Tower") { resource.AddWood(BuilderScript.towerCostWood / 2); resource.AddGold(BuilderScript.towerCostGold / 2); resource.AddTower(-1); resource.AddCurrentPop(BuilderScript.towerCostPop); resource.AddNonIdlePop(-BuilderScript.towerCostPop); buildingSelected.GetComponent <TowerBehaviour>().DestroyBuilding(); buildingSelected = null; } else if (buildingSelected.tag == "Barracks") { resource.AddWood(BuilderScript.barracksCostWood / 2); resource.AddGold(BuilderScript.barracksCostGold / 2); resource.AddBarracks(-1); resource.AddCurrentPop(BuilderScript.warehouseCostPop); resource.AddNonIdlePop(-BuilderScript.warehouseCostPop); Destroy(buildingSelected.transform.parent.gameObject); buildingSelected = null; } else if (buildingSelected.tag == "Church") { resource.AddWood(BuilderScript.churchCostWood / 2); resource.AddGold(BuilderScript.churchCostGold / 2); resource.AddChurch(-1); resource.AddCurrentPop(BuilderScript.churchCostPop); resource.AddNonIdlePop(-BuilderScript.churchCostPop); Destroy(buildingSelected.transform.parent.gameObject); buildingSelected = null; } else if (buildingSelected.tag == "FireStation") { resource.AddWood(BuilderScript.fireStationCostWood / 2); resource.AddGold(BuilderScript.fireStationCostGold / 2); resource.AddFireStation(-1); resource.AddCurrentPop(BuilderScript.fireStationCostPop); resource.AddNonIdlePop(-BuilderScript.fireStationCostPop); Destroy(buildingSelected.transform.parent.gameObject); buildingSelected = null; } else { Debug.Log("Edificio" + buildingSelected + "no se puede destruir"); } }
void ResolveOutcome() { switch (currentOutcome.OutcomeType) { case (OutcomeEnum.AddEquipment): resourceManager.AddEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddFood): resourceManager.AddFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddGold): resourceManager.AddGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AllStopWorking): workerManager.RemoveFarmer(farmers); workerManager.RemoveMerchant(merchants); workerManager.RemoveBlacksmith(blacksmiths); workerManager.RemoveSoldier(soldiers); break; case (OutcomeEnum.BlacksmithDie): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.DecreasePop): workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.FarmerDie): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.IdleDie): workerManager.DecreasePopulation(idle); break; case (OutcomeEnum.IncreasePop): workerManager.IncreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.MerchantDie): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveBlacksmith): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveEquipment): resourceManager.RemoveEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFarmer): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFood): resourceManager.RemoveFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveGold): resourceManager.RemoveGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveMerchant): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveSoldier): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.SoldierDie): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; default: return; } }
public void GatherResources() { resource.AddGold(25); }