Felix Boucher b54627196c population mechanic with art
- added art for house and UI
- put population in ResourceManager
- create house prefab
- added code for adding and removing pop depending on entity
- refactor harvesters so they inherit from ally
- modify placeholders and buttons so that only units cost population
- add events for population and resources changing
- add population relative configs to global config
- add start resources values to Levels
- add debug feature for generating resources for free
2023-10-29 19:12:32 -04:00

49 lines
1.4 KiB
C#

using System.Collections.Generic;
using UnityEngine.Tilemaps;
using UnityEngine;
using System.Collections;
namespace GatherAndDefend.LevelEditor
{
public class Level : ScriptableObject, IEnumerable<TilemapData>
{
private Rect _bounds;
public Rect Bounds => _bounds;
[SerializeField]
private List<TilemapData> _data = new List<TilemapData>();
[SerializeField]
private WaveConfig _waveConfig;
public void SaveFromTilemap(Tilemap tilemap)
{
var data = new TilemapData();
data.SaveFromTilemap(tilemap);
_data.Add(data);
}
[SerializeField]
private int _startPopulation = 5;
[SerializeField]
private int _startFood = 50;
[SerializeField]
private int _startWood = 0;
[SerializeField]
private int _startRock = 0;
public int StartPopulation => _startPopulation;
public int StartFood => _startFood;
public int StartWood => _startWood;
public int StartRock => _startRock;
public WaveConfig WaveConfig { get { return _waveConfig; } }
public IEnumerator<TilemapData> GetEnumerator()
{
return _data.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return _data.GetEnumerator();
}
}
}