using UnityEngine; using TMPro; public class UIController : MonoBehaviour { public static UIController Instance; [SerializeField] TextMeshProUGUI wood, stone, population; void Awake() { Instance = this; } void Start() { UpdateStats(); } public void UpdateStats() { wood.text = GameManager.Instance.GetResource(Resource.ResourceType.Wood).ToString(); stone.text = GameManager.Instance.GetResource(Resource.ResourceType.Stone).ToString(); population.text = GameManager.Instance.GetResource(Resource.ResourceType.Population).ToString(); } // Called by left-clicking a JobButton public void AddJob(NPC.Job jobToAssign) { NPC[] npcs = FindObjectsByType(FindObjectsSortMode.None); foreach(NPC npc in npcs) { // Find a Citizen and give them the new job if(npc.job == NPC.Job.Citizen) { npc.SetJob(jobToAssign); Debug.Log($"Assigned a Citizen to {jobToAssign}"); break; // Stop after assigning one } } } // Called by right-clicking a JobButton public void RemoveJob(NPC.Job jobToRemove) { NPC[] npcs = FindObjectsByType(FindObjectsSortMode.None); foreach(NPC npc in npcs) { // Find an NPC currently doing this job and revert them to a Citizen if(npc.job == jobToRemove) { npc.SetJob(NPC.Job.Citizen); Debug.Log($"Removed a {jobToRemove} and made them a Citizen"); break; // Stop after removing one } } } }