diff --git a/Assets/Scripts/Upgrades/PopulationUpgrade.cs b/Assets/Scripts/Upgrades/PopulationUpgrade.cs index f9fa3da07604c3e55aba3aaa0b2138978d2febe6..e53bb682b2e5661e566d529373ee74dfc4634541 100644 --- a/Assets/Scripts/Upgrades/PopulationUpgrade.cs +++ b/Assets/Scripts/Upgrades/PopulationUpgrade.cs @@ -7,7 +7,7 @@ public class PopulationUpgrade : Upgrade // Start is called before the first frame update public void Start() { - maxLevelModifier = 10; + maxLevelModifier = 5; } // Update is called once per frame @@ -21,10 +21,27 @@ public class PopulationUpgrade : Upgrade UpgradeTargets target = UpgradeTargets.population; City city = gameObject.GetComponent<City>(); int currentLevel = city.GetLevel(target); - + + /* + // Change music based on population level + switch (currentLevel) + { + case 3: + EventSystem.EventHappened(EventType.CityBig); + break; + case 4: + EventSystem.EventHappened(EventType.HuntingSmall); + break; + case 5: + EventSystem.EventHappened(EventType.HuntingBig); + break; + default: + break; + } + */ if (currentLevel <= city.GetLevel(UpgradeTargets.city) * maxLevelModifier) { - city.UseResources(GetPrices(currentLevel)); + city.UseResources(GetPrices(currentLevel + 1)); city.AddPopulation(currentLevel * 10); Debug.Log("population upgraded"); }