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diegographics

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Apr 6th, 2017
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class ClassConstruction : MonoBehaviour {
  6.     public enum Level { Level01, Level02, Level03, Level04, Level05, Level06, Level07, Level08, Level09, Level10};
  7.     public enum Gender { Male, Female, Other };
  8.     public enum Employees_Stats { intelligence, moral, luck, productivity, happiness, health};
  9.     public enum Room_Stats { cycle_time, room_prefab, };
  10.     public enum EmployeeType { Scientist, Engineer, Security, Executive };
  11.     public enum Room_Type { Production, Labor, Storage, Unique, Story }; // Production means also Electricity(Generators), Storage Means also Quartiers for Employees, Unique buildings can build once per Labor Complex and need special functionality, Story needs special functionality
  12.  
  13.     // Object Types
  14.     public class Item_Abstract{
  15.         public Dictionary<Level, string>    object_name;
  16.         public Dictionary<Level, string>    object_description;
  17.  
  18.         public Dictionary<Level, string>    object_preview_img;
  19.         public Dictionary<Level, string>    object_preview_prefab;
  20.         public Dictionary<Level, float>     cost_price;
  21.         public Dictionary<Level, float>     object_weight;
  22.  
  23.         public Dictionary<Employees_Stats, float> Employe_State;
  24.         public Dictionary<Room_Stats, string> Room_State; // Have to be string, so we can use room_prefab enum to change the skin of the room.
  25.  
  26.     }
  27.  
  28.     public class Item : Item_Abstract{
  29.  
  30.     }
  31.     public class Resource : Item_Abstract{
  32.  
  33.     }
  34.     public class Equipment_Employees : Item_Abstract{ // For example, bionic implants that reduce morale or increase productivity.
  35.  
  36.     }
  37.     public class Equipment_Rooms : Item_Abstract{ //For example, Computer programs that are installed in the room to speed up the cycle or increase the yield.
  38.  
  39.     }
  40.  
  41.     public class Room_Prefab{
  42.         public Dictionary<Level, string>    object_name;
  43.         public Dictionary<Level, string>    object_description;
  44.         public Dictionary<Level, string>    object_prefabs;
  45.         public Dictionary<Level, string>    object_preview_img;
  46.         public Room_Type                    object_room_type;
  47.  
  48.         //Costs and Deffintions for Build and Upgrade
  49.         public Dictionary<Level, float>     cost_price;
  50.         public Dictionary<Item, float>      cost_items_level01;
  51.         public Dictionary<Item, float>      cost_items_level02;
  52.         public Dictionary<Item, float>      cost_items_level03;
  53.         public Dictionary<Item, float>      cost_items_level04;
  54.         public Dictionary<Item, float>      cost_items_level05;
  55.         public Dictionary<Item, float>      cost_items_level06;
  56.         public Dictionary<Item, float>      cost_items_level07;
  57.         public Dictionary<Item, float>      cost_items_level08;
  58.         public Dictionary<Item, float>      cost_items_level09;
  59.         public Dictionary<Item, float>      cost_items_level10;
  60.  
  61.         public Dictionary<Resource, float>      cost_Resources_level01;
  62.         public Dictionary<Resource, float>      cost_Resources_level02;
  63.         public Dictionary<Resource, float>      cost_Resources_level03;
  64.         public Dictionary<Resource, float>      cost_Resources_level04;
  65.         public Dictionary<Resource, float>      cost_Resources_level05;
  66.         public Dictionary<Resource, float>      cost_Resources_level06;
  67.         public Dictionary<Resource, float>      cost_Resources_level07;
  68.         public Dictionary<Resource, float>      cost_Resources_level08;
  69.         public Dictionary<Resource, float>      cost_Resources_level09;
  70.         public Dictionary<Resource, float>      cost_Resources_level10;
  71.  
  72.         public Dictionary<Level, float>     construction_buildtime;
  73.         public Dictionary<Level, int>       construction_workers_min;
  74.         public Dictionary<Level, int>       construction_workers_max;
  75.  
  76.  
  77.  
  78.         //Production and Consum
  79.         //A cycle must be run at a certain time for production. This time can be skipped by advertising.
  80.         //In this cycle, objects and / or resources are consumed and other objects and / or resources are produced at the same time.
  81.  
  82.         //CYCLE-TIME - The time a cycle needs to be completed
  83.         public Dictionary<Level, float> Cycle_Time;
  84.         //CONSUME - Definition of one or more items that are consumed in one cycle.
  85.         public Dictionary<Item, float> consume_items_level01;
  86.         public Dictionary<Item, float> consume_items_level02;
  87.         public Dictionary<Item, float> consume_items_level03;
  88.         public Dictionary<Item, float> consume_items_level04;
  89.         public Dictionary<Item, float> consume_items_level05;
  90.         public Dictionary<Item, float> consume_items_level06;
  91.         public Dictionary<Item, float> consume_items_level07;
  92.         public Dictionary<Item, float> consume_items_level08;
  93.         public Dictionary<Item, float> consume_items_level09;
  94.         public Dictionary<Item, float> consume_items_level10;
  95.         //PRODUCE - Definition of one or more items to be produced in one cycle.
  96.         public Dictionary<Item, float> produce_items_level01;
  97.         public Dictionary<Item, float> produce_items_level02;
  98.         public Dictionary<Item, float> produce_items_level03;
  99.         public Dictionary<Item, float> produce_items_level04;
  100.         public Dictionary<Item, float> produce_items_level05;
  101.         public Dictionary<Item, float> produce_items_level06;
  102.         public Dictionary<Item, float> produce_items_level07;
  103.         public Dictionary<Item, float> produce_items_level08;
  104.         public Dictionary<Item, float> produce_items_level09;
  105.         public Dictionary<Item, float> produce_items_level10;
  106.         //CONSUME - Definition of one or more Resources that are consumed in one cycle.
  107.         public Dictionary<Resource, float> consume_resources_level01;
  108.         public Dictionary<Resource, float> consume_resources_level02;
  109.         public Dictionary<Resource, float> consume_resources_level03;
  110.         public Dictionary<Resource, float> consume_resources_level04;
  111.         public Dictionary<Resource, float> consume_resources_level05;
  112.         public Dictionary<Resource, float> consume_resources_level06;
  113.         public Dictionary<Resource, float> consume_resources_level07;
  114.         public Dictionary<Resource, float> consume_resources_level08;
  115.         public Dictionary<Resource, float> consume_resources_level09;
  116.         public Dictionary<Resource, float> consume_resources_level10;
  117.         //PRODUCE - Definition of one or more Resources to be produced in one cycle.
  118.         public Dictionary<Resource, float> produce_resources_level01;
  119.         public Dictionary<Resource, float> produce_resources_level02;
  120.         public Dictionary<Resource, float> produce_resources_level03;
  121.         public Dictionary<Resource, float> produce_resources_level04;
  122.         public Dictionary<Resource, float> produce_resources_level05;
  123.         public Dictionary<Resource, float> produce_resources_level06;
  124.         public Dictionary<Resource, float> produce_resources_level07;
  125.         public Dictionary<Resource, float> produce_resources_level08;
  126.         public Dictionary<Resource, float> produce_resources_level09;
  127.         public Dictionary<Resource, float> produce_resources_level10;
  128.     }
  129.     // Scene Objects
  130.  
  131.     public class Employee{
  132.         public string   employee_name; 
  133.         public Gender   employee_gender;
  134.         public int      employee_age;
  135.  
  136.         public float    skill_intelligence;
  137.         public float    skill_moral;
  138.         public float    skill_luck;
  139.         public float    skill_productivity;
  140.  
  141.         public float    state_happiness;
  142.         public float    state_health;
  143.  
  144.         public Dictionary<Equipment_Employees, int> Equiped_Items;
  145.     }
  146.  
  147.     public class Room
  148.     {
  149.         public Vector2 room_position;
  150.         public string room_name;
  151.         public GameObject room_gameobject_reference;
  152.         public List<Employee> room_employees;
  153.         public Room_Prefab room_type;
  154.         public int room_level;
  155.  
  156.     }
  157.  
  158.  
  159.  
  160.  
  161.  
  162.  
  163.     // Use this for initialization
  164.     void Start () {
  165.        
  166.     }
  167.    
  168.     // Update is called once per frame
  169.     void Update () {
  170.        
  171.     }
  172. }
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