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  • eolokk/game_jam19
  • lejugr/game_jam19
  • tmpoht/game_jam19
  • kjahei/game_jam19
  • makalo/game_jam19
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Luokka, joka vaatii collectoreilta 100 puuta ennen kuin Quarry voidaan luoda samaan pisteeseen kartalla
public class Outcrop : MonoBehaviour
{
[SerializeField]
private int wood;
private readonly int woodNeeded = 100;
[SerializeField]
private GameObject quarry =null;
[SerializeField]
private Resource neededResource =null;
public Resource getNeededResource()
{
return neededResource;
}
public int getAmount()
{
return wood;
}
public void setAmount(int amount)
{
wood = amount;
}
public void checkExistence()
{
if (getAmount() >= woodNeeded)
{
GameObject go = Instantiate<GameObject>(quarry);
go.transform.position = this.transform.position;
gameObject.SetActive(false);
}
}
public void addResource(int amount)
{
setAmount(getAmount() + amount);
checkExistence();
}
public int stillNeeded()
{
return woodNeeded-wood;
}
// Start is called before the first frame update
void Start()
{
setAmount(0);
GameObject go = new GameObject();
neededResource = go.AddComponent<Forest>();
neededResource.enabled = false;
}
// Update is called once per frame
void Update()
{
if (getAmount() == 100)
{
// luo Quarry -olio samaan pisteeseen kartalla ja tuhoa Outcrop -olio
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Quarry : Resource
{
public override void checkExistence()
{
if (getAmount() < 1)
{
gameObject.SetActive(false);
}
}
public override void refreshSprite()
{
if (sprites == null) return;
if (getAmount() < 50)
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[5];
}
else if (getAmount() < 166)
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[4];
}
else if (getAmount() < 333)
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[3];
}
else if (getAmount() < 500)
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[2];
}
else if (getAmount() < 633)
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[1];
}
else
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[0];
}
}
// Start is called before the first frame update
void Start()
{
setEventType(EventType.StoneCut);
setAmount(Random.Range(500, 800));
}
// Update is called once per frame
void Update()
{
}
}
......@@ -4,44 +4,65 @@ using UnityEngine;
public abstract class Resource : MonoBehaviour
{
protected int resources;
[SerializeField]
private int resources;
public void setAmount(int i)
[SerializeField]
private Sprite resourceImg;
[SerializeField]
protected Sprite[] sprites;
private EventType type;
public void setEventType(EventType e)
{
type = e;
}
public EventType getEventType()
{
return type;
}
public Sprite getResourceImg()
{
return resourceImg;
}
public virtual void setAmount(int i)
{
resources = i;
refreshSprite();
checkExistence();
}
public int getAmount()
{
//r.setAmount(ref.getAmount() - extraction);
return resources;
}
// Soittaa resurssin keruuseen liittyvän äänen sekä vähentää resurssista annetun määrän yksiköitä tai asettaa määrän nollaan,
// mikäli vähennettävä arvo on suurempi kuin resurssiyksiköiden senhetkinen määrä. Palauttaa resurssin vähennetyn määrän.
public int extractResource(int amount)
{
EventSystem.EventHappened(getEventType());
if (resources-amount < 0)
{
int r = resources;
resources = 0;
refreshSprite();
checkExistence();
setAmount(0);
return r;
}
else
{
resources = resources - amount;
refreshSprite();
checkExistence();
setAmount(resources - amount);
return amount;
}
}
// Metodi spriten päivitystä varten.
public abstract void refreshSprite();
// Metodi jolla tarkistetaan resurssien olemassaolon ehdot ja suoritetaan tarvittavat toimenpiteet.
public abstract void checkExistence();
}
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......@@ -2,33 +2,22 @@
using System.Collections.Generic;
using UnityEngine;
public class Outcrop : Resource
public class Border : MonoBehaviour
{
public override void checkExistence()
{
if (resources < 1)
{
Destroy(gameObject);
}
}
public override void refreshSprite()
{
}
// Start is called before the first frame update
void Start()
{
resources = 0;
}
// Update is called once per frame
void Update()
{
if (resources == 100)
{
// luo Quarry -olio samaan pisteeseen kartalla ja tuhoa Outcrop -olio
}
}
private void OnMouseEnter()
{
Destroy(transform.parent.gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuyCapacity : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
City c = transform.root.gameObject.GetComponent<City>();
if (c.IsSufficientResources(createResourceGO(), 50))
{
List<int> cost = new List<int>() { 50, 50, 50 };
c.UseResources(cost);
c.IncreaseCapacity(50);
EventSystem.EventHappened(EventType.UpgradeBuilt);
}
}
}
private List<Resource> createResourceGO() {
GameObject go = new GameObject();
go.AddComponent<Forest>();
go.AddComponent<Quarry>();
go.AddComponent<BerryBush>();
return new List<Resource>(go.GetComponents<Resource>());
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuyCity : MonoBehaviour
{
[SerializeField]
private GameObject endGame;
// Start is called before the first frame update
void Start()
{
if(!transform.root.gameObject.GetComponent<City>().IsSufficientResources(createResourceGO(), 150))
{
Color c = gameObject.GetComponent<SpriteRenderer>().color;
gameObject.GetComponent<SpriteRenderer>().color = c - new Color(25, 25, 25);
}
}
// Update is called once per frame
void Update()
{
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
City c = transform.root.gameObject.GetComponent<City>();
if (c.population > 200 && c.IsSufficientResources(createResourceGO(), 150))
{
Instantiate<GameObject>(endGame);
}
}
}
private List<Resource> createResourceGO()
{
GameObject go = new GameObject();
go.AddComponent<Forest>();
go.AddComponent<Quarry>();
go.AddComponent<BerryBush>();
return new List<Resource>(go.GetComponents<Resource>());
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuyCollector : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
City c = transform.root.gameObject.GetComponent<City>();
if (c.IsSufficientResources(createResourceGO(), 50))
{
List<int> cost = new List<int>() { 50, 50, 50 };
c.UseResources(cost);
c.AddCollector();
EventSystem.EventHappened(EventType.UpgradeBuilt);
}
}
}
private List<Resource> createResourceGO()
{
GameObject go = new GameObject();
go.AddComponent<Forest>();
go.AddComponent<Quarry>();
go.AddComponent<BerryBush>();
return new List<Resource>(go.GetComponents<Resource>());
}
}
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......@@ -2,41 +2,33 @@
using System.Collections.Generic;
using UnityEngine;
public class BerryBush : Resource
public class BuyEfficiency : MonoBehaviour
{
private float growthspeed;
public override void checkExistence()
// Start is called before the first frame update
void Start()
{
}
public override void refreshSprite()
{
}
// Start is called before the first frame update
void Start()
// Update is called once per frame
void Update()
{
resources = Random.Range(50, 200);
growthspeed = 1;
StartCoroutine("Grow");
}
IEnumerator Grow()
private void OnMouseOver()
{
while (resources < 500)
if (Input.GetMouseButtonDown(1))
{
resources++;
yield return new WaitForSeconds(growthspeed);
List<Resource> resources = new List<Resource>(3);
City c = transform.root.gameObject.GetComponent<City>();
if (c.IsSufficientResources(resources, 50))
{
List<int> cost = new List<int>() { 50, 50, 50 };
c.UseResources(cost);
EventSystem.EventHappened(EventType.UpgradeBuilt);
}
}
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuyPopulation : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
City c = transform.root.gameObject.GetComponent<City>();
List<int> cost = new List<int>() { 50, 50, 50 };
if (c.IsSufficientResources(createResourceGO(), 50))
{
c.UseResources(cost);
c.AddPopulation(50);
EventSystem.EventHappened(EventType.UpgradeBuilt);
} else
{
Debug.Log("Not enough resources");
}
}
}
private List<Resource> createResourceGO()
{
GameObject go = new GameObject();
go.AddComponent<Forest>();
go.AddComponent<Quarry>();
go.AddComponent<BerryBush>();
return new List<Resource>(go.GetComponents<Resource>());
}
}
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