From a710fe192dd0fda2e778881409e002b345fed4ce Mon Sep 17 00:00:00 2001 From: Matti Loimaranta <makalo@utu.fi> Date: Sun, 3 Mar 2019 15:05:12 +0200 Subject: [PATCH] Added music change based on population level as comment --- Assets/Scripts/Upgrades/PopulationUpgrade.cs | 23 +++++++++++++++++--- 1 file changed, 20 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/Upgrades/PopulationUpgrade.cs b/Assets/Scripts/Upgrades/PopulationUpgrade.cs index f9fa3da..e53bb68 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"); } -- GitLab