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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class ClassConstruction : MonoBehaviour {
- public enum Level { Level01, Level02, Level03, Level04, Level05, Level06, Level07, Level08, Level09, Level10};
- public enum Gender { Male, Female, Other };
- public enum Employees_Stats { intelligence, moral, luck, productivity, happiness, health}
- public enum Room_Stats { cycle_time, room_prefab, }
- public enum EmployeeType { Scientist, Engineer, Security, Executive };
- // Object Types
- public class Item_Abstract{
- public Dictionary<Level, string> object_name;
- public Dictionary<Level, string> object_description;
- public Dictionary<Level, string> object_preview_img;
- public Dictionary<Level, string> object_preview_prefab;
- public Dictionary<Level, float> cost_price;
- public Dictionary<Level, float> object_weight;
- public Dictionary<Employees_Stats, float> Employe_State;
- 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.
- }
- public class Item : Item_Abstract{
- }
- public class Resource : Item_Abstract{
- }
- public class Equipment_Employees : Item_Abstract{
- }
- public class Equipment_Rooms : Item_Abstract{
- }
- public class Room_Prefab{
- public Dictionary<Level, string> object_name;
- public Dictionary<Level, string> object_description;
- //Costs and Deffintions for Build and Upgrade
- public Dictionary<Level, float> cost_price;
- public Dictionary<Item, float> cost_items_level01;
- public Dictionary<Item, float> cost_items_level02;
- public Dictionary<Item, float> cost_items_level03;
- public Dictionary<Item, float> cost_items_level04;
- public Dictionary<Item, float> cost_items_level05;
- public Dictionary<Item, float> cost_items_level06;
- public Dictionary<Item, float> cost_items_level07;
- public Dictionary<Item, float> cost_items_level08;
- public Dictionary<Item, float> cost_items_level09;
- public Dictionary<Item, float> cost_items_level10;
- public Dictionary<Level, float> construction_buildtime;
- public Dictionary<Level, int> construction_workers_min;
- public Dictionary<Level, int> construction_workers_max;
- public Dictionary<Level, string> Levels_Description;
- public Dictionary<Level, string> Levels_Names;
- public Dictionary<Level, string> Levels_Prefabs;
- //Production and Consum
- //A cycle must be run at a certain time for production. This time can be skipped by advertising.
- //In this cycle, objects and / or resources are consumed and other objects and / or resources are produced at the same time.
- //CYCLE-TIME - The time a cycle needs to be completed
- public Dictionary<Level, float> Cycle_Time;
- //CONSUME - Definition of one or more items that are consumed in one cycle.
- public Dictionary<Item, float> consume_items_level01;
- public Dictionary<Item, float> consume_items_level02;
- public Dictionary<Item, float> consume_items_level03;
- public Dictionary<Item, float> consume_items_level04;
- public Dictionary<Item, float> consume_items_level05;
- public Dictionary<Item, float> consume_items_level06;
- public Dictionary<Item, float> consume_items_level07;
- public Dictionary<Item, float> consume_items_level08;
- public Dictionary<Item, float> consume_items_level09;
- public Dictionary<Item, float> consume_items_level10;
- //PRODUCE - Definition of one or more items to be produced in one cycle.
- public Dictionary<Item, float> produce_items_level01;
- public Dictionary<Item, float> produce_items_level02;
- public Dictionary<Item, float> produce_items_level03;
- public Dictionary<Item, float> produce_items_level04;
- public Dictionary<Item, float> produce_items_level05;
- public Dictionary<Item, float> produce_items_level06;
- public Dictionary<Item, float> produce_items_level07;
- public Dictionary<Item, float> produce_items_level08;
- public Dictionary<Item, float> produce_items_level09;
- public Dictionary<Item, float> produce_items_level10;
- //CONSUME - Definition of one or more Resources that are consumed in one cycle.
- public Dictionary<Resource, float> consume_resources_level01;
- public Dictionary<Resource, float> consume_resources_level02;
- public Dictionary<Resource, float> consume_resources_level03;
- public Dictionary<Resource, float> consume_resources_level04;
- public Dictionary<Resource, float> consume_resources_level05;
- public Dictionary<Resource, float> consume_resources_level06;
- public Dictionary<Resource, float> consume_resources_level07;
- public Dictionary<Resource, float> consume_resources_level08;
- public Dictionary<Resource, float> consume_resources_level09;
- public Dictionary<Resource, float> consume_resources_level10;
- //PRODUCE - Definition of one or more Resources to be produced in one cycle.
- public Dictionary<Resource, float> produce_resources_level01;
- public Dictionary<Resource, float> produce_resources_level02;
- public Dictionary<Resource, float> produce_resources_level03;
- public Dictionary<Resource, float> produce_resources_level04;
- public Dictionary<Resource, float> produce_resources_level05;
- public Dictionary<Resource, float> produce_resources_level06;
- public Dictionary<Resource, float> produce_resources_level07;
- public Dictionary<Resource, float> produce_resources_level08;
- public Dictionary<Resource, float> produce_resources_level09;
- public Dictionary<Resource, float> produce_resources_level10;
- }
- // Scene Objects
- public class Employee{
- public string employee_name;
- public Gender employee_gender;
- public int employee_age;
- public float skill_intelligence;
- public float skill_moral;
- public float skill_luck;
- public float skill_productivity;
- public float state_happiness;
- public float state_health;
- public Dictionary<Equipment_Employees, int> Equiped_Items;
- }
- public class Room
- {
- public Vector2 room_position;
- public string room_name;
- public GameObject room_gameobject_reference;
- public List<Employee> room_employees;
- public Room_Prefab room_type;
- public int room_level;
- }
- // Use this for initialization
- void Start () {
- }
- // Update is called once per frame
- void Update () {
- }
- }
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