Galaxy Anpassen
This commit is contained in:
@@ -7,17 +7,19 @@ public class SolarSystemManager : MonoBehaviour
|
||||
{
|
||||
public GameObject[] objectsToDeactivate;
|
||||
public GameObject[] objectsToActivate;
|
||||
public GameObject[] Planets;
|
||||
|
||||
public float Industry;
|
||||
public float Wealth;
|
||||
public float Science;
|
||||
public float Food;
|
||||
public float MilitaryPower;
|
||||
public float Population;
|
||||
public float ActualFood;
|
||||
public int Industry;
|
||||
public int Wealth;
|
||||
public int Science;
|
||||
public int Food;
|
||||
public int MilitaryPower;
|
||||
public int Population;
|
||||
public int ActualFood;
|
||||
public GameObject canvas; // Referenz auf das Canvas-Objekt
|
||||
|
||||
public Text[] texts; // Array der Text-Objekte
|
||||
private float[] Array = new float[7];
|
||||
private int[] Array = new int[7];
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@@ -30,24 +32,23 @@ public class SolarSystemManager : MonoBehaviour
|
||||
{
|
||||
objectsToActivate[i].SetActive(true); // activate the game object
|
||||
}
|
||||
Array[0]= Industry;
|
||||
Array[1]= Wealth;
|
||||
Array[2]= Science;
|
||||
Array[3]= Food;
|
||||
Array[4]= MilitaryPower;
|
||||
Array[5]= Population;
|
||||
Array[6]= ActualFood;
|
||||
Array[0] = Industry;
|
||||
Array[1] = Wealth;
|
||||
Array[2] = Science;
|
||||
Array[3] = Food;
|
||||
Array[4] = MilitaryPower;
|
||||
Array[5] = Population;
|
||||
Array[6] = ActualFood;
|
||||
}
|
||||
|
||||
public void SetPositionCenter()
|
||||
{
|
||||
transform.position = new Vector3(604.75f, 252.75f, 0f);
|
||||
|
||||
transform.position = canvas.transform.position; // Position des Hauptobjekts
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Array[0] += Industry;
|
||||
Array[0] = Industry;
|
||||
Array[1] = Wealth;
|
||||
Array[2] = Science;
|
||||
Array[3] = Food;
|
||||
@@ -56,17 +57,17 @@ public class SolarSystemManager : MonoBehaviour
|
||||
Array[6] = ActualFood;
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
float temp = Array[i];
|
||||
int temp = Array[i];
|
||||
|
||||
if (temp / 1000000 >= 1)
|
||||
{
|
||||
temp /= 1000000;
|
||||
texts[i].text = ((int)temp).ToString() + " M";
|
||||
texts[i].text = temp.ToString() + " M";
|
||||
}
|
||||
else if (temp / 1000 >= 1)
|
||||
{
|
||||
temp /= 1000;
|
||||
texts[i].text = ((int)temp).ToString() + " K";
|
||||
texts[i].text = temp.ToString() + " K";
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -74,5 +75,147 @@ public class SolarSystemManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
// Get Methodes, so it will search in all the planets in the solar system to get recours
|
||||
public int GetFood(int id)
|
||||
{
|
||||
int food = 0;
|
||||
if (Planets != null) {
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
food += Planets[i].GetComponent<PlanetUI>().food;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return food;
|
||||
}
|
||||
|
||||
public int GetScience(int id)
|
||||
{
|
||||
|
||||
int science = 0;
|
||||
if (Planets != null) {
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
science += Planets[i].GetComponent<PlanetUI>().science;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return science;
|
||||
}
|
||||
|
||||
public int GetPower(int id)
|
||||
{
|
||||
|
||||
int power = 0;
|
||||
if (Planets != null) {
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
power += Planets[i].GetComponent<PlanetUI>().power;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return power;
|
||||
}
|
||||
|
||||
public int GetMoney(int id)
|
||||
{
|
||||
int money = 0;
|
||||
if (Planets != null) {
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
money += Planets[i].GetComponent<PlanetUI>().money;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return money;
|
||||
}
|
||||
|
||||
public int GetIndustrialCapacity(int id)
|
||||
{
|
||||
|
||||
int industrialCapacity = 0;
|
||||
if (Planets != null) {
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
industrialCapacity += Planets[i].GetComponent<PlanetUI>().industrialCapacity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return industrialCapacity;
|
||||
}
|
||||
|
||||
public int GetPopulation(int id)
|
||||
{
|
||||
|
||||
int population = 0;
|
||||
if (Planets != null)
|
||||
{
|
||||
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
population += Planets[i].GetComponent<PlanetUI>().population;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
return population;
|
||||
}
|
||||
|
||||
public int GetActualFood(int id)
|
||||
{
|
||||
int actualFood = 0;
|
||||
if(Planets != null) {
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
actualFood += Planets[i].GetComponent<PlanetUI>().actualFood;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return actualFood;
|
||||
}
|
||||
|
||||
public void UpdateFood(int id , int FoodLvlScience)
|
||||
{
|
||||
if (Planets != null)
|
||||
{
|
||||
for (int i = 0; i < Planets.Length; i++)
|
||||
{
|
||||
if (Planets[i].GetComponent<PlanetUI>().PlayerID == id)
|
||||
{
|
||||
Planets[i].GetComponent<PlanetUI>().UpdateFood(FoodLvlScience);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public void SetIDPlanet(int PlayerID, int PlanetID)
|
||||
{
|
||||
Planets[PlanetID].GetComponent<PlanetUI>().PlayerID = PlayerID;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user