public void EnterPoliticalCoordsOK() { PoliticalCoordsMenuBackground.SetActive(false); ChangeMode(POLITICAL_MODE); UpdateBalance(); UpdateActions(); UpdateStep(); stategen protagonist_stategen = ProtagonistState.GetComponent <stategen>(); protagonist_stategen.Balance = initial_MP; UpdateBalance(); protagonist_stategen.GetCivilianTax(); protagonist_stategen.GetProductionTax(); protagonist_stategen.GetArmyOutcome(); }//Executor
// блок функций для взаимодейтвия с главными параметрами public void Step() { step++; UpdateStep(); action_points = 10; UpdateActions(); // так бля пора обрабатывать детерминаторы foreach (GameObject state in list_of_states) { stategen st = state.GetComponent <stategen>(); for (int i = 0; i < st.list_of_provinces.Count; i++) { if (st.list_of_provinces[i].GetComponent <provincegen>().state != state) { Debug.LogError(st); } } if (state != ProtagonistState) { state.GetComponent <Determinator>().Determinate(); } } // так бля пока запускать консеквентор Consequentor.Simulate(); // так бля пора собирать налоги foreach (GameObject state in list_of_states) { stategen st = state.GetComponent <stategen>(); int people_growth = 0, prod_growth = 0, edu_growth = 0; if (state == ProtagonistState) { people_growth = (int)((st.GetCivilianTax() + st.GetProductionTax()) * st.ForeignTrade); prod_growth = (int)((st.GetCivilianTax() + st.GetProductionTax()) * st.Investments); edu_growth = (int)((st.GetCivilianTax() + st.GetProductionTax()) * st.Researches); } else { people_growth = (int)((float)(st.political_coords.x + 10) / 200f * st.GetPopulation()); prod_growth = (int)((float)(st.political_coords.x - 10) / -200f * st.GetProduction()); edu_growth = (int)((float)(st.political_coords.y - 10) / -200f * st.GetEducation()); } for (int i = 0; i < edu_growth; i++) { st.list_of_provinces[UnityEngine.Random.Range(0, st.list_of_provinces.Count)].GetComponent <provincegen>().education++; } for (int i = 0; i < prod_growth; i++) { st.list_of_provinces[UnityEngine.Random.Range(0, st.list_of_provinces.Count)].GetComponent <provincegen>().productions++; } for (int i = 0; i < people_growth; i++) { st.list_of_provinces[UnityEngine.Random.Range(0, st.list_of_provinces.Count)].GetComponent <provincegen>().population++; } } stategen protst = ProtagonistState.GetComponent <stategen>(); SpendMoney(-1 * protst.proficite); UpdateMode(); protst.RestructBudget(); Debug.Log(CheckDiplomacyWin()); if (CheckSquareWin() || CheckEconomicWin() || CheckDiplomacyWin() || CheckSeparatismWin()) { EndGameMenu.SetActive(true); } if (ProtagonistState.GetComponent <stategen>().list_of_provinces.Count == 0 || step > 100) { EndGameMenu.SetActive(false); EndGameText.text = "You lose"; } }