Added Basic ResourceManagement

This commit is contained in:
DerTyp187
2021-09-30 20:44:50 +02:00
parent 4136dec646
commit 15203c52ad
22 changed files with 347 additions and 66 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseBlueprint : BuildingBlueprint
{
public Material collisionMat;
public Material blueprintMat;
private Transform houseCube;
public override void Init()
{
//Haus cube <20>m Obj -> hier wird es benutzt zum material <20>ndern
houseCube = gameObject.transform.Find("HouseCube");
}
public override void WhileColliding()
{
//Wenn es collidet soll der HouseCube IM Object ver<65>ndert werden!
//Das ist bei jedem Building anders
houseCube.GetComponent<MeshRenderer>().material = collisionMat;
}
public override void WhileNotColliding()
{
//Das selbe wie bei "WhileColliding"
houseCube.GetComponent<MeshRenderer>().material = blueprintMat;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseBuildingScript : Building
{
private void Start()
{
title = "House";
description = "A place to live in";
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseConstruction : BuildingConstruction
{
private GameObject gameManager;
[Header("Needed Resources")]
[SerializeField] private int neededWood = 10;
[Header("Having Resources")]
[SerializeField] private int havingWood = 0;
public override void Init()
{
gameManager = GameObject.Find("GameManager");
gameManager.GetComponent<EventLog>().CreateEvent("Construction: House");
}
public override bool CheckForResources()
{
if (havingWood == neededWood)
{
gameManager.GetComponent<EventLog>().CreateEvent("Construction: House: finished");
return true;
}
return false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WarehouseBuilding : StorageBuilding
{
private void Start()
{
inventorySpace = 500;
}
}

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