Galaxy Anpassen

This commit is contained in:
mkadou
2023-07-02 14:25:11 +02:00
parent 05142dbb22
commit b38ff3197a
107 changed files with 833 additions and 187 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class PlayerManager
{
@@ -10,6 +12,7 @@ public class PlayerManager
//private List<GameObject> fleets = new List<GameObject>();
private ScienceManager _scienceManager;
public static int PlayerID = 1;
public int ScienceAcumulated; // this int has to be moved to player manager later
@@ -54,17 +57,43 @@ public class PlayerManager
}
}
private PlayerValues _playerAttributes;
public PlayerValues _playerAttributes;
public PlayerManager(ScienceManager sm)
{
this._scienceManager = sm;
this._playerAttributes = new PlayerValues();
this._playerAttributes.id = PlayerID;
PlayerID++;
}
// Called by clock over game manager, once per day
public void simulateDay()
{
if (GameManager.SolarSystems != null)
{
for (int i = 0; i < GameUI.PlayersNumber; i++)
{
if (GameManager.SolarSystems[i].GetComponent<SolarSystemManager>() != null)
{
int playerID = this._playerAttributes.id;
_scienceManager.UpdateScience(this._playerAttributes.science);
this._playerAttributes.science = _scienceManager.PublicScienceAcumulated;
this._playerAttributes.industrialCapacity += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetIndustrialCapacity(playerID) * _scienceManager.techs[0].Level;
this._playerAttributes.money += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetMoney(playerID) * _scienceManager.techs[1].Level;
this._playerAttributes.science += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetScience(playerID) * _scienceManager.techs[2].Level;
GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().UpdateFood(playerID, _scienceManager.techs[3].Level);
this._playerAttributes.food += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetFood(playerID);
this._playerAttributes.population += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetPopulation(playerID);
this._playerAttributes.actualFood += GameManager.SolarSystems[i].GetComponent<SolarSystemManager>().GetActualFood(playerID);
}
}
}
//if (starSystems != null)
//{
// Add resources for each part of each starSystem which belongs to this player
@@ -78,11 +107,10 @@ public class PlayerManager
// this._playerAttributes.power += ((StarSystem)starSystem).getPower(playerID);
// this._playerAttributes.food += ((StarSystem)starSystem).getFood(playerID);
// this._playerAttributes.industrialCapacity += ((StarSystem)starSystem).getIC(playerID);
this._playerAttributes.science += 5;
_scienceManager.UpdateScience(this._playerAttributes.science);
this._playerAttributes.science = _scienceManager.PublicScienceAcumulated;
//}
//}
//this._playerAttributes.science += 5 * _scienceManager.techs[2].Level;
//_scienceManager.UpdateScience(this._playerAttributes.science);
//this._playerAttributes.science = _scienceManager.PublicScienceAcumulated;
}
// Deletes overhanded referrence from fleets list