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namespace Assets.Scripts.Actions.Interfaces
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{
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internal interface ISellableItem
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{
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public double Cost { get; }
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}
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}
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namespace Assets.Scripts.Actions.Interfaces
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{
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{
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public double Price { get; }
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}
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}
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public class PlayerController : MonoBehaviour
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{
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public Stat money = new Stat("Money", 100.00);
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public Stat rentAccount = new Stat("Rent Account", 0);
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public Stat foodEnergy = new Stat("Food Energy", 0);
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public Stat restEnergy = new Stat("Rest Energy", 0);
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// bank
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public Stat bankAccount = new Stat("Bank Account", 0);
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// jobs
|
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public Stat job = new Stat("Unemployed", 0);
|
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// Knowledge for University Jobs
|
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public Stat literatureKnowledge = new Stat("LiteratureKnowledge", 0);
|
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public Stat mathematicsKnowledge = new Stat("MathematicsKnowledge", 0);
|
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public Stat computerScienceKnowledge = new Stat("ComputerScienceKnowledge", 0);
|
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|
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// Knowledge for Factory Jobs
|
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public Stat electronicsKnowledge = new Stat("ElectronicsKnowledge", 0);
|
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public Stat roboticsKnowledge = new Stat("RoboticsKnowledge", 0);
|
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public Stat industrialDesignKnowledge = new Stat("IndustrialDesignKnowledge", 0);
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public Stat careerPoints = new Stat("careerPoints", 0);
|
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// Achievements - to WIN the game
|
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public Stat whealthAchievement = new Stat("whealthAchievement", 999999);
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public Stat educationAchievement = new Stat("educationAchievement", 999999);
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public Stat careerAchievement = new Stat("careerAchievement", 999999);
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public Stat happinessAchievement = new Stat("happinessAchievement", 999999);
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// Inventory items
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public Stat freezerItem = new Stat("Freezer Item", 400, 1);
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public Stat clothesItem = new Stat("Clothes Item", 200, 3);
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public Stat booksItem = new Stat("Books Item", 150, 2);
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public Stat tvItem = new Stat("Tv Item", 1500, 1);
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public Stat laptopItem = new Stat("Laptop Item", 3000, 1);
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private int _day;
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public int Clock;
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// Start is called before the first frame update
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void Start()
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{
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_moneyText.text = $"Money: {money.Value}$";
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void StartNewDay()
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{
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Clock = 24;
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}
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public bool TryBuyAction(BaseAction action)
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{
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if (action is ISellableItem)
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{
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if (!money.deduct(((ISellableItem)action).Cost))
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return false;
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_moneyText.text = $"Money: {money.Value}$";
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}
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action.ApplyAction(this);
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return true;
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}
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}
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using Assets.Scripts.Actions;
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using Assets.Scripts.Actions.Interfaces;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public Stat money = new Stat("Money", 100.00);
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// bank
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public Stat bankAccount = new Stat("Bank Account", 0);
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// jobs
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public Stat job = new Stat("Unemployed", 0);
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// Knowledge for University Jobs
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public Stat literatureKnowledge = new Stat("LiteratureKnowledge", 0);
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public Stat mathematicsKnowledge = new Stat("MathematicsKnowledge", 0);
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public Stat computerScienceKnowledge = new Stat("ComputerScienceKnowledge", 0);
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// Knowledge for Factory Jobs
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public Stat electronicsKnowledge = new Stat("ElectronicsKnowledge", 0);
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public Stat roboticsKnowledge = new Stat("RoboticsKnowledge", 0);
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public Stat industrialDesignKnowledge = new Stat("IndustrialDesignKnowledge", 0);
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public Stat careerPoints = new Stat("careerPoints", 0);
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// Achievements - to WIN the game
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public Stat whealthAchievement = new Stat("whealthAchievement", 999999);
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public Stat educationAchievement = new Stat("educationAchievement", 999999);
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public Stat careerAchievement = new Stat("careerAchievement", 999999);
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public Stat happinessAchievement = new Stat("happinessAchievement", 999999);
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|
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// Inventory items
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public Stat freezerItem = new Stat("Freezer Item", 400, 1);
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public Stat clothesItem = new Stat("Clothes Item", 200, 3);
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public Stat booksItem = new Stat("Books Item", 150, 2);
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public Stat tvItem = new Stat("Tv Item", 1500, 1);
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public Stat laptopItem = new Stat("Laptop Item", 3000, 1);
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|
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private int _day;
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public int Clock;
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|
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void StartNewDay()
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{
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Clock = 24;
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}
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public bool TryBuyAction(BaseAction action)
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{
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if (action is ISellableItem)
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{
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if (!money.deduct(((ISellableItem)action).Price))
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return false;
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}
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action.ApplyAction(this);
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return true;
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}
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}
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