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64
Assets/Scripts/Managers/AreaManager.cs
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64
Assets/Scripts/Managers/AreaManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AreaManager : MonoBehaviour
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{
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[SerializeField] int areaHeight;
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[SerializeField] int areaWidth;
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List<AreaObject> areaObjects;
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[SerializeField] GameObject testPrefab;
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void Start()
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{
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//int gridWidth = GridBuildingSystem.instance.buildingGrid.GetWidth();
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//int gridHeight = GridBuildingSystem.instance.buildingGrid.GetWidth();
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int areaWidthCount = GridBuildingSystem.instance.buildingGrid.GetWidth() / areaWidth;
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int areaHeightCount = GridBuildingSystem.instance.buildingGrid.GetHeight() / areaHeight;
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for(int heightCounter = 0; heightCounter < areaHeightCount; heightCounter++)
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{
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Debug.Log("---- New Row -----");
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for (int widthCounter = 0; widthCounter < areaWidthCount; widthCounter++)
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{
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Debug.Log("---- New Area -----");
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List<GameObject> testGameObjs = new List<GameObject>();
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for (int x = 0; x < areaWidth; x++)
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{
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for (int y = 0; y < areaHeight; y++)
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{
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Debug.Log((x + widthCounter * areaWidth).ToString() + "," + (y + heightCounter * areaHeight).ToString());
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GameObject testObj = Instantiate(testPrefab);
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testObj.transform.position = GridBuildingSystem.instance.buildingGrid.GetWorldPosition((x + widthCounter * areaWidth), (y + heightCounter * areaHeight));
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testObj.transform.name = widthCounter + " - " + heightCounter;
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testGameObjs.Add(testObj);
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}
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}
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Color color = Random.ColorHSV();
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foreach (GameObject testObj in testGameObjs)
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{
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testObj.GetComponent<SpriteRenderer>().color = color;
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}
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}
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}
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}
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public class AreaObject
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{
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public int[,] tileArray;
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public AreaObject(int[,] _tileArray) {
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tileArray = _tileArray;
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}
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}
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}
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11
Assets/Scripts/Managers/AreaManager.cs.meta
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11
Assets/Scripts/Managers/AreaManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2be9f8a208335fe43bb797bec633e029
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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36
Assets/Scripts/Managers/PersonManager.cs
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36
Assets/Scripts/Managers/PersonManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PersonManager : MonoBehaviour
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{
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City city;
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[SerializeField] GameObject personPrefab;
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void Start()
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{
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city = GetComponent<City>();
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TimeManager.OnDayUpdate += OnDayUpdate;
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}
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void OnDayUpdate()
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{
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int avaiableSpace = city.GetAvaiableHousingSpace();
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if (avaiableSpace > 5)
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{
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SpawnPerson(5);
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}
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else
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{
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SpawnPerson(avaiableSpace);
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}
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}
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public void SpawnPerson(int count = 1)
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{
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for(int i = 0; i < count; i++)
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{
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Instantiate(personPrefab);
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}
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}
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}
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11
Assets/Scripts/Managers/PersonManager.cs.meta
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11
Assets/Scripts/Managers/PersonManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7a66523eed61c5b44af39762a8d6e476
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -31,7 +31,7 @@ public class TimeManager : MonoBehaviour
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int minutesPerInterval = 1;
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public CultureInfo cultureInfo = new CultureInfo("en-us");
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DateTime dateTime = new DateTime(1, 1, 1, 0, 0, 0);
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DateTime dateTime = new DateTime(1, 1, 1, 23, 0, 0);
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DateTime prevDateTime;
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float timer;
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