Re: [DB-AL] Problème pour que mon perso récolte du bois
Publié : 23 Juil 2019 21:49
Merci, ça va mieux
Le forum de la communauté francophone d'Unity
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http://www.unity3d-france.com/unity/phpBB3/viewtopic.php?f=89&t=17000
Code : Tout sélectionner
public class DataRessourcesUpdates : MonoBehaviour {
private int woodNeedForCastle = 100;
private int rockNeedForCastle = 100;
public GameObject cl1;
public GameObject cl2;
public GameObject cl3;
public int Level_Castle = 1;
private int YcanUpCastle = 1;
private int woodNeedForForge = 50;
private int rockNeedForForge = 50;
public GameObject fl1;
public GameObject fl2;
public GameObject fl3;
public int Level_Forge = 1;
private int YcanUpForge = 1;
public Text woodtext;
public Text rocktext;
private int _wood = 10000;
private int _rock = 10000;
//Améliorer le Castle
public void UpCastle()
{
//Améliorer au level 2
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 1 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
wood = wood - woodNeedForCastle;
rock = rock - rockNeedForCastle;
woodNeedForCastle = 200;
rockNeedForCastle = 200;
Level_Castle = 2;
print("Château amélioré !");
cl1.SetActive(false);
cl2.SetActive(true);
YcanUpForge = 1;
}
//Améliorer au level 3
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 2 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
wood = wood - woodNeedForCastle;
rock = rock - rockNeedForCastle;
woodNeedForCastle = 400;
rockNeedForCastle = 400;
Level_Castle = 3;
print("Château amélioré !");
cl2.SetActive(false);
cl3.SetActive(true);
YcanUpForge = 1;
}
}
//Améliorer la Forge
public void UpForge()
{
//Améliorer au level 2
if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 1 && YcanUpForge == 1)
{
YcanUpForge = 0;
wood = wood - woodNeedForForge;
rock = rock - rockNeedForForge;
woodNeedForForge = 80;
rockNeedForForge = 80;
Level_Forge = 2;
print("Forge amélioré !");
fl1.SetActive(false);
fl2.SetActive(true);
YcanUpCastle = 1;
}
//Améliorer au level 3
if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 2 && YcanUpForge == 1)
{
YcanUpForge = 0;
wood = wood - woodNeedForForge;
rock = rock - rockNeedForForge;
woodNeedForForge = 120;
rockNeedForForge = 120;
Level_Forge = 3;
print("Forge amélioré !");
fl2.SetActive(false);
fl3.SetActive(true);
YcanUpCastle = 1;
}
}
//Afficher le nombre de ressources
private int wood
{
get { return _wood; }
set
{
_wood = value;
woodtext.text = "wood : " + _wood.ToString();
}
}
private int rock
{
get { return _rock; }
set
{
_rock = value;
rocktext.text = "rock : " + _rock.ToString();
}
}
}
Code : Tout sélectionner
public void UpCastle()
{
//Améliorer au level 2
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 1 && YcanUpCastle == 1)
{
...
Level_Castle = 2;
print("Château amélioré niveau 2!");
...
}
//Améliorer au level 3
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 2 && YcanUpCastle == 1)
{
...
Level_Castle = 3;
print("Château amélioré niveau 3!");
...
}
Code : Tout sélectionner
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DataRessourcesUpdates : MonoBehaviour
{
private int woodNeedForCastle = 100;
private int rockNeedForCastle = 100;
public GameObject cl1;
public GameObject cl2;
public GameObject cl3;
public int Level_Castle = 1;
private int YcanUpCastle = 1;
private int woodNeedForForge = 50;
private int rockNeedForForge = 50;
public GameObject fl1;
public GameObject fl2;
public GameObject fl3;
public int Level_Forge = 1;
private int YcanUpForge = 1;
public Text woodtext;
public Text rocktext;
private int _wood = 10000;
private int _rock = 10000;
public int RockCollect = 4;
public int NumberCutRock = 3;
public GameObject Rock;
public int WoodCollect = 4;
public int NumberCut = 3;
public GameObject Tree;
//Améliorer le Castle
public void UpCastle()
{
//Améliorer au level 2
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 1 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
wood = wood - woodNeedForCastle;
rock = rock - rockNeedForCastle;
woodNeedForCastle = 200;
rockNeedForCastle = 200;
Level_Castle = 2;
print("Château amélioré !");
cl1.SetActive(false);
cl2.SetActive(true);
YcanUpForge = 1;
}
//Améliorer au level 3
if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 2 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
wood = wood - woodNeedForCastle;
rock = rock - rockNeedForCastle;
woodNeedForCastle = 400;
rockNeedForCastle = 400;
Level_Castle = 3;
print("Château amélioré !");
cl2.SetActive(false);
cl3.SetActive(true);
YcanUpForge = 1;
}
}
//Améliorer la Forge
public void UpForge()
{
//Améliorer au level 2
if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 1 && YcanUpForge == 1)
{
YcanUpForge = 0;
wood = wood - woodNeedForForge;
rock = rock - rockNeedForForge;
woodNeedForForge = 80;
rockNeedForForge = 80;
Level_Forge = 2;
print("Forge amélioré !");
fl1.SetActive(false);
fl2.SetActive(true);
YcanUpCastle = 1;
}
//Améliorer au level 3
if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 2 && YcanUpForge == 1)
{
YcanUpForge = 0;
wood = wood - woodNeedForForge;
rock = rock - rockNeedForForge;
woodNeedForForge = 120;
rockNeedForForge = 120;
Level_Forge = 3;
print("Forge amélioré !");
fl2.SetActive(false);
fl3.SetActive(true);
YcanUpCastle = 1;
}
}
//Afficher le nombre de ressources
private int wood
{
get { return _wood; }
set
{
_wood = value;
woodtext.text = "wood : " + _wood.ToString();
}
}
private int rock
{
get { return _rock; }
set
{
_rock = value;
rocktext.text = "rock : " + _rock.ToString();
}
}
public void OnMouseDown()
{
if (NumberCutRock != 0)
{
rock = rock + RockCollect;
NumberCutRock = NumberCutRock - 1;
RockCollect = RockCollect + 3;
Debug.Log("Ils vous reste " + NumberCutRock);
Debug.Log("Vous avez récolté " + RockCollect);
}
else
{
Rock.SetActive(false);
}
if (NumberCut != 0)
{
wood = wood + WoodCollect;
NumberCut = NumberCut - 1;
WoodCollect = WoodCollect + 3;
Debug.Log("Ils vous reste " + NumberCut);
Debug.Log("Vous avez récolté " + WoodCollect);
}
else
{
Tree.SetActive(false);
}
}
}
Code : Tout sélectionner
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DataRessourcesUpdates : MonoBehaviour
{
private int woodNeedForCastle = 100;
private int rockNeedForCastle = 100;
public GameObject cl1;
public GameObject cl2;
public GameObject cl3;
public int Level_Castle = 1;
private int YcanUpCastle = 1;
private int woodNeedForForge = 50;
private int rockNeedForForge = 50;
public GameObject fl1;
public GameObject fl2;
public GameObject fl3;
public int Level_Forge = 1;
private int YcanUpForge = 1;
public Text woodtext;
public Text rocktext;
private int _wood = 10000;
private int _rock = 10000;
public int RockCollect = 4;
public int NumberCutRock = 3;
public GameObject Rock;
public int WoodCollect = 4;
public int NumberCut = 3;
public GameObject Tree;
//Améliorer le Castle
public void UpCastle()
{
//Améliorer au level 2
// : /!\if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 1 && YcanUpCastle == 1)
if (_wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 1 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
// : /!\wood = wood - woodNeedForCastle;
_wood = _wood - woodNeedForCastle;
// : /!\rock = rock - rockNeedForCastle;
_rock = _rock - rockNeedForCastle;
woodNeedForCastle = 200;
rockNeedForCastle = 200;
Level_Castle = 2;
print("Château amélioré !");
cl1.SetActive(false);
cl2.SetActive(true);
YcanUpForge = 1;
}
//Améliorer au level 3
// : /!\if (wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 2 && YcanUpCastle == 1)
if (_wood >= woodNeedForCastle && rock >= rockNeedForCastle && Level_Castle == 2 && YcanUpCastle == 1)
{
YcanUpCastle = 0;
// : /!\wood = wood - woodNeedForCastle;
_wood = _wood - woodNeedForCastle;
// : /!\rock = rock - rockNeedForCastle;
_rock = _rock - rockNeedForCastle;
woodNeedForCastle = 400;
rockNeedForCastle = 400;
Level_Castle = 3;
print("Château amélioré !");
cl2.SetActive(false);
cl3.SetActive(true);
YcanUpForge = 1;
}
}
//Améliorer la Forge
public void UpForge()
{
//Améliorer au level 2
// : /!\if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 1 && YcanUpForge == 1)
if (_wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 1 && YcanUpForge == 1)
{
YcanUpForge = 0;
// : /!\wood = wood - woodNeedForForge;
_wood = _wood - woodNeedForForge;
// : /!\rock = rock - rockNeedForForge;
_rock = _rock - rockNeedForForge;
woodNeedForForge = 80;
rockNeedForForge = 80;
Level_Forge = 2;
print("Forge amélioré !");
fl1.SetActive(false);
fl2.SetActive(true);
YcanUpCastle = 1;
}
//Améliorer au level 3
// : /!\if (wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 2 && YcanUpForge == 1)
if (_wood >= woodNeedForForge && rock >= rockNeedForForge && Level_Forge == 2 && YcanUpForge == 1)
{
YcanUpForge = 0;
// : /!\wood = wood - woodNeedForForge;
_wood = _wood - woodNeedForForge;
// : /!\rock = rock - rockNeedForForge;
_rock = _rock - rockNeedForForge;
woodNeedForForge = 120;
rockNeedForForge = 120;
Level_Forge = 3;
print("Forge amélioré !");
fl2.SetActive(false);
fl3.SetActive(true);
YcanUpCastle = 1;
}
}
//Afficher le nombre de ressources
// : /!\
//private int wood
//{
// get { return _wood; }
// set
// {
// _wood = value;
// woodtext.text = "wood : " + _wood.ToString();
// }
//}
// private int rock
// {
// get { return _rock; }
// set
// {
// _rock = value;
// rocktext.text = "rock : " + _rock.ToString();
// }
//}
public void OnMouseDown()
{
if (NumberCutRock != 0)
{
// : /!\rock = rock + RockCollect;
_rock = _rock + RockCollect;
NumberCutRock = NumberCutRock - 1;
RockCollect = RockCollect + 3;
Debug.Log("Ils vous reste " + NumberCutRock);
Debug.Log("Vous avez récolté " + RockCollect);
}
else
{
Rock.SetActive(false);
}
if (NumberCut != 0)
{
// : /!\wood = wood + WoodCollect;
_wood = _wood + WoodCollect;
NumberCut = NumberCut - 1;
WoodCollect = WoodCollect + 3;
Debug.Log("Ils vous reste " + NumberCut);
Debug.Log("Vous avez récolté " + WoodCollect);
}
else
{
Tree.SetActive(false);
}
}
}