using System.Collections; using System.Collections.Generic; using UnityEngine; public class City : MonoBehaviour { [Header("City")] [SerializeField] string cityName; [SerializeField] List citizens = new List(); [SerializeField] List houses = new List(); [SerializeField] List workplaces = new List(); public void AddCitizen(Person citizen) { if (!citizens.Contains(citizen)) { citizens.Add(citizen); Debug.Log(citizen.GetFullName() + " joined " + cityName); } } public void RemoveCitizen(Person citizen) { if (citizens.Contains(citizen)) { citizens.Remove(citizen); Debug.Log(citizen.GetFullName() + " left " + cityName); } } public void AddHouse(House house) { if (!houses.Contains(house)) { houses.Add(house); Debug.Log("House built in " + cityName); } } public void RemoveHouse(House house) { if (houses.Contains(house)) { houses.Remove(house); Debug.Log("House demolished in " + cityName); } } public void AddWorkplace(Workplace workplace) { if (!workplaces.Contains(workplace)) { workplaces.Add(workplace); Debug.Log("Workplace built in " + cityName); } } public void RemoveWorkplace(Workplace workplace) { if (workplaces.Contains(workplace)) { workplaces.Remove(workplace); Debug.Log("Workplace demolished in " + cityName); } } }