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{fileID: 4663440893391092204} - {fileID: 303453112} - {fileID: 7722642416934714852} + - {fileID: 5570479258087315338} diff --git a/Assets/Scripts/Building.cs b/Assets/Scripts/Building.cs index a3c27c6b..01794fae 100644 --- a/Assets/Scripts/Building.cs +++ b/Assets/Scripts/Building.cs @@ -33,6 +33,7 @@ public class Building : MonoBehaviour [SerializeField] private BuildingType buildingType; [SerializeField] private GameObject unbuiltModel, constructingModel, activeModel, destroyedModel; [SerializeField] private StorageConfig[] storageConfig = new StorageConfig[0]; + [SerializeField] private Transform spawnLocation; public Dictionary resourcesToStore = new Dictionary(); // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() @@ -129,7 +130,10 @@ public class Building : MonoBehaviour buildingState = BuildingState.Active; SetBuildingModel(buildingState); if(buildingType == BuildingType.House) - UnitManagement.Instance.CreateUnit("Citizen", storageConfig.Length, transform.position); + foreach (StorageConfig config in storageConfig) + { + UnitManagement.Instance.CreateUnit("Citizen", config.capacity, spawnLocation.transform.position); + } } public void DestroyBuilding() { diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 73c2ca15..b334cb30 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -42,7 +42,10 @@ public class GameManager : MonoBehaviour population += amountToAdd; break; } + statistics[resourceToAdd] += amountToAdd; + UIController.Instance.UpdateStats(); } + public float GetResource(Resource.ResourceType resourceToGet) { switch (resourceToGet) diff --git a/Assets/Scripts/NPC.cs b/Assets/Scripts/NPC.cs index e24acf1b..d5e00d71 100644 --- a/Assets/Scripts/NPC.cs +++ b/Assets/Scripts/NPC.cs @@ -5,7 +5,7 @@ using UnityEngine.UI; public class NPC : MonoBehaviour { - public enum Job { Builder, Farmer, Soldier, Forester, Merchant, Miner, Citizen } + public enum Job { Builder, Farmer, Soldier, Forester, Merchant, Miner, StoneWorker, Citizen } public Job job = Job.Citizen; // Added a simple state tracker to cleanly separate gathering and traveling @@ -20,7 +20,7 @@ public class NPC : MonoBehaviour [SerializeField] Animator animationController; [SerializeField] float movementSpeed, interactionRadius; [SerializeField] Image jobImg; - [SerializeField] Sprite miner, forester, citizen, farmer, merchant, soldier, builder; + [SerializeField] Sprite miner, forester, citizen, farmer, merchant, soldier, builder, stoneWorker; private Resource currentTargetResource; private Building currentTargetBuilding; // Cache the TownHall so we don't search for it every frame @@ -160,11 +160,19 @@ public class NPC : MonoBehaviour animationController.SetFloat("MoveSpeed", 0f); transform.LookAt(currentTargetBuilding.transform.position); - // You can reuse your IsHarvesting animation boolean, or create an "IsBuilding" one in the Animator - animationController.SetBool("IsHarvesting", true); - - // Tell the building to progress its construction + // Tell the building to progress its construction (transitions from Unbuilt to Constructing on first call) currentTargetBuilding.StartBuilding(); + + // Play animation while building is constructing + if (currentTargetBuilding.GetBuildingState() == Building.BuildingState.Constructing) + { + animationController.SetBool("IsHarvesting", true); + } + else + { + // Stop animation when building is complete + animationController.SetBool("IsHarvesting", false); + } } private void MoveToLocation(Vector3 destination) @@ -293,10 +301,15 @@ public class NPC : MonoBehaviour CancelTask(); break; case Job.Miner: - resourceToWorkWith = Resource.ResourceType.Stone; + resourceToWorkWith = Resource.ResourceType.Metal; jobImg.sprite = miner; CancelTask(); break; + case Job.StoneWorker: + resourceToWorkWith = Resource.ResourceType.Stone; + jobImg.sprite = stoneWorker; + CancelTask(); + break; case Job.Citizen: resourceToWorkWith = Resource.ResourceType.Population; jobImg.sprite = citizen;