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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.     // Object Types
  12.     public class Item_Abstract{
  13.         public Dictionary<Level, string>    object_name;
  14.         public Dictionary<Level, string>    object_description;
  15.  
  16.         public Dictionary<Level, string>    object_preview_img;
  17.         public Dictionary<Level, string>    object_preview_prefab;
  18.         public Dictionary<Level, float>     cost_price;
  19.         public Dictionary<Level, float>     object_weight;
  20.  
  21.         public Dictionary<Employees_Stats, float> Employe_State;
  22.         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.
  23.  
  24.     }
  25.  
  26.     public class Item : Item_Abstract{
  27.  
  28.     }
  29.     public class Resource : Item_Abstract{
  30.  
  31.     }
  32.     public class Equipment_Employees : Item_Abstract{
  33.  
  34.     }
  35.     public class Equipment_Rooms : Item_Abstract{
  36.  
  37.     }
  38.  
  39.     public class Room_Prefab{
  40.         public Dictionary<Level, string>    object_name;
  41.         public Dictionary<Level, string>    object_description;
  42.  
  43.         //Costs and Deffintions for Build and Upgrade
  44.         public Dictionary<Level, float>     cost_price;
  45.         public Dictionary<Item, float>      cost_items_level01;
  46.         public Dictionary<Item, float>      cost_items_level02;
  47.         public Dictionary<Item, float>      cost_items_level03;
  48.         public Dictionary<Item, float>      cost_items_level04;
  49.         public Dictionary<Item, float>      cost_items_level05;
  50.         public Dictionary<Item, float>      cost_items_level06;
  51.         public Dictionary<Item, float>      cost_items_level07;
  52.         public Dictionary<Item, float>      cost_items_level08;
  53.         public Dictionary<Item, float>      cost_items_level09;
  54.         public Dictionary<Item, float>      cost_items_level10;
  55.  
  56.         public Dictionary<Level, float>     construction_buildtime;
  57.         public Dictionary<Level, int>       construction_workers_min;
  58.         public Dictionary<Level, int>       construction_workers_max;
  59.  
  60.         public Dictionary<Level, string> Levels_Description;
  61.         public Dictionary<Level, string> Levels_Names;
  62.         public Dictionary<Level, string> Levels_Prefabs;
  63.  
  64.         //Production and Consum
  65.         //A cycle must be run at a certain time for production. This time can be skipped by advertising.
  66.         //In this cycle, objects and / or resources are consumed and other objects and / or resources are produced at the same time.
  67.  
  68.         //CYCLE-TIME - The time a cycle needs to be completed
  69.         public Dictionary<Level, float> Cycle_Time;
  70.         //CONSUME - Definition of one or more items that are consumed in one cycle.
  71.         public Dictionary<Item, float> consume_items_level01;
  72.         public Dictionary<Item, float> consume_items_level02;
  73.         public Dictionary<Item, float> consume_items_level03;
  74.         public Dictionary<Item, float> consume_items_level04;
  75.         public Dictionary<Item, float> consume_items_level05;
  76.         public Dictionary<Item, float> consume_items_level06;
  77.         public Dictionary<Item, float> consume_items_level07;
  78.         public Dictionary<Item, float> consume_items_level08;
  79.         public Dictionary<Item, float> consume_items_level09;
  80.         public Dictionary<Item, float> consume_items_level10;
  81.         //PRODUCE - Definition of one or more items to be produced in one cycle.
  82.         public Dictionary<Item, float> produce_items_level01;
  83.         public Dictionary<Item, float> produce_items_level02;
  84.         public Dictionary<Item, float> produce_items_level03;
  85.         public Dictionary<Item, float> produce_items_level04;
  86.         public Dictionary<Item, float> produce_items_level05;
  87.         public Dictionary<Item, float> produce_items_level06;
  88.         public Dictionary<Item, float> produce_items_level07;
  89.         public Dictionary<Item, float> produce_items_level08;
  90.         public Dictionary<Item, float> produce_items_level09;
  91.         public Dictionary<Item, float> produce_items_level10;
  92.         //CONSUME - Definition of one or more Resources that are consumed in one cycle.
  93.         public Dictionary<Resource, float> consume_resources_level01;
  94.         public Dictionary<Resource, float> consume_resources_level02;
  95.         public Dictionary<Resource, float> consume_resources_level03;
  96.         public Dictionary<Resource, float> consume_resources_level04;
  97.         public Dictionary<Resource, float> consume_resources_level05;
  98.         public Dictionary<Resource, float> consume_resources_level06;
  99.         public Dictionary<Resource, float> consume_resources_level07;
  100.         public Dictionary<Resource, float> consume_resources_level08;
  101.         public Dictionary<Resource, float> consume_resources_level09;
  102.         public Dictionary<Resource, float> consume_resources_level10;
  103.         //PRODUCE - Definition of one or more Resources to be produced in one cycle.
  104.         public Dictionary<Resource, float> produce_resources_level01;
  105.         public Dictionary<Resource, float> produce_resources_level02;
  106.         public Dictionary<Resource, float> produce_resources_level03;
  107.         public Dictionary<Resource, float> produce_resources_level04;
  108.         public Dictionary<Resource, float> produce_resources_level05;
  109.         public Dictionary<Resource, float> produce_resources_level06;
  110.         public Dictionary<Resource, float> produce_resources_level07;
  111.         public Dictionary<Resource, float> produce_resources_level08;
  112.         public Dictionary<Resource, float> produce_resources_level09;
  113.         public Dictionary<Resource, float> produce_resources_level10;
  114.     }
  115.     // Scene Objects
  116.  
  117.     public class Employee{
  118.         public string   employee_name; 
  119.         public Gender   employee_gender;
  120.         public int      employee_age;
  121.  
  122.         public float    skill_intelligence;
  123.         public float    skill_moral;
  124.         public float    skill_luck;
  125.         public float    skill_productivity;
  126.  
  127.         public float    state_happiness;
  128.         public float    state_health;
  129.  
  130.         public Dictionary<Equipment_Employees, int> Equiped_Items;
  131.     }
  132.  
  133.     public class Room
  134.     {
  135.         public Vector2 room_position;
  136.         public string room_name;
  137.         public GameObject room_gameobject_reference;
  138.         public List<Employee> room_employees;
  139.         public Room_Prefab room_type;
  140.         public int room_level;
  141.  
  142.     }
  143.  
  144.  
  145.  
  146.  
  147.  
  148.  
  149.     // Use this for initialization
  150.     void Start () {
  151.        
  152.     }
  153.    
  154.     // Update is called once per frame
  155.     void Update () {
  156.        
  157.     }
  158. }
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