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- using UnityEngine;
- using UnityEngine.UI;
- using System.Collections;
- using System.Collections.Generic;
- public class FleetManager : MonoBehaviour {
- public List<Fleet> fleetList;
- public Dictionary<Fleet, GameObject> fleetToObjectMap;
- int shipCount;
- // Use this for initialization
- void Start () {
- fleetList = new List<Fleet>();
- fleetToObjectMap = new Dictionary<Fleet, GameObject>();
- }
- public void BuildShip()
- {
- if (PlayerManager.PlayerManagerInstance.playerResources.credits >=10
- &&
- PlayerManager.PlayerManagerInstance.playerResources.minerals >= 10)
- {
- // Subtract 10 Credits
- PlayerManager.PlayerManagerInstance.playerResources.SubtractResource(1, 10);
- // Subtract 10 Minerals
- PlayerManager.PlayerManagerInstance.playerResources.SubtractResource(2, 10);
- Debug.Log("You now have: " + PlayerManager.PlayerManagerInstance.playerResources.credits
- + " Credits and " + PlayerManager.PlayerManagerInstance.playerResources.minerals + " Minerals");
- Ship ship = new Ship("Ship " + shipCount, 10, 10);
- SolarSystem.SolarSystemInstance.currentPlanet.starBase.buildCue.Add(ship);
- GUIManagementScript.GUIManagerInstance.UpdateShipProductionUI();
- Fleet fleet = new Fleet("Fleet " + (fleetList.Count + 1), ship);
- fleetList.Add(fleet);
- GameObject shipObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
- shipObject.transform.position = PositionMath.RandomPosition(-50, 50);
- shipObject.transform.localScale = new Vector3(0.2f,0.2f,0.2f);
- shipObject.transform.parent = this.transform;
- fleetToObjectMap.Add(fleet, shipObject);
- }
- else
- {
- Debug.Log("Not Enough Resourses!");
- }
- }
- public void DestroyShip()
- {
- }
- public void DisableFleets()
- {
- this.gameObject.SetActive(false);
- }
- public void EnableFleets()
- {
- this.gameObject.SetActive(true);
- }
- /*
- Copyright Shadowplay Coding 2018 - see www.shadowplaycoding.com for licensing details
- Removing this comment forfits any rights given to the user under licensing.
- */
- }
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