HousingManager.cs 3.5 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. public class HousingManager : MonoBehaviour
  4. {
  5. [Header("Housing Settings")]
  6. public int villagersPerHouse = 2;
  7. public float warningCheckInterval = 5f;
  8. private List<Building> houses = new List<Building>();
  9. private float lastWarningCheck = 0f;
  10. private bool hasShownWarning = false;
  11. // Events
  12. public static System.Action<int, int> OnHousingStatusChanged; // (housed villagers, total villagers)
  13. public static System.Action<string> OnHousingWarning;
  14. void Start()
  15. {
  16. // Subscribe to building placement events
  17. BuildingSystem.OnBuildingPlaced += OnBuildingPlaced;
  18. // Initial check
  19. UpdateHousingStatus();
  20. }
  21. void Update()
  22. {
  23. // Check housing status periodically
  24. if (Time.time - lastWarningCheck > warningCheckInterval)
  25. {
  26. CheckHousingWarnings();
  27. lastWarningCheck = Time.time;
  28. }
  29. }
  30. void OnDestroy()
  31. {
  32. BuildingSystem.OnBuildingPlaced -= OnBuildingPlaced;
  33. }
  34. void OnBuildingPlaced(GameObject building)
  35. {
  36. Building buildingComponent = building.GetComponent<Building>();
  37. if (buildingComponent != null && buildingComponent.buildingName == "House")
  38. {
  39. houses.Add(buildingComponent);
  40. UpdateHousingStatus();
  41. Debug.Log($"New house added. Total houses: {houses.Count}");
  42. }
  43. }
  44. void CheckHousingWarnings()
  45. {
  46. int totalVillagers = GetTotalVillagerCount();
  47. int maxHousedVillagers = GetMaxHousedVillagers();
  48. if (totalVillagers > maxHousedVillagers)
  49. {
  50. int homelessCount = totalVillagers - maxHousedVillagers;
  51. string warningMessage = $"Warning: {homelessCount} villager{(homelessCount > 1 ? "s" : "")} without housing!";
  52. if (!hasShownWarning || homelessCount > 0)
  53. {
  54. OnHousingWarning?.Invoke(warningMessage);
  55. Debug.LogWarning(warningMessage);
  56. hasShownWarning = true;
  57. }
  58. }
  59. else
  60. {
  61. hasShownWarning = false;
  62. }
  63. UpdateHousingStatus();
  64. }
  65. void UpdateHousingStatus()
  66. {
  67. int totalVillagers = GetTotalVillagerCount();
  68. int maxHousedVillagers = GetMaxHousedVillagers();
  69. OnHousingStatusChanged?.Invoke(maxHousedVillagers, totalVillagers);
  70. }
  71. int GetTotalVillagerCount()
  72. {
  73. if (GameManager.Instance?.villagerManager == null)
  74. return 0;
  75. return GameManager.Instance.villagerManager.GetAllVillagers().Count;
  76. }
  77. int GetMaxHousedVillagers()
  78. {
  79. // Remove null/destroyed houses
  80. houses.RemoveAll(house => house == null);
  81. return houses.Count * villagersPerHouse;
  82. }
  83. public bool HasAvailableHousing()
  84. {
  85. int totalVillagers = GetTotalVillagerCount();
  86. int maxHousedVillagers = GetMaxHousedVillagers();
  87. return maxHousedVillagers >= totalVillagers;
  88. }
  89. public int GetAvailableHousingSlots()
  90. {
  91. int totalVillagers = GetTotalVillagerCount();
  92. int maxHousedVillagers = GetMaxHousedVillagers();
  93. return Mathf.Max(0, maxHousedVillagers - totalVillagers);
  94. }
  95. public string GetHousingStatusText()
  96. {
  97. int totalVillagers = GetTotalVillagerCount();
  98. int maxHousedVillagers = GetMaxHousedVillagers();
  99. return $"Housing: {Mathf.Min(totalVillagers, maxHousedVillagers)}/{totalVillagers} villagers housed ({houses.Count} houses)";
  100. }
  101. }