using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class BusinessSimulatorGame : MonoBehaviour { [Serializable] public class Business { public string name; public int level = 1; public float baseIncome; public float upgradeCost; public int employees = 0; public float employeeBonus; public float incomeInterval = 1f; public float GetIncome() { return (baseIncome * level) * (1 + employees * employeeBonus); } } public List businesses = new List(); public Text moneyText; public Text prestigeText; public GameObject businessPanelPrefab; public Transform panelParent; private float playerMoney = 0; private int prestigePoints = 0; private Dictionary businessUIs = new Dictionary(); void Start() { InitializeBusinesses(); LoadOfflineEarnings(); UpdateUI(); InvokeRepeating(nameof(GenerateIncome), 1f, 1f); } void InitializeBusinesses() { businesses.Add(new Business() { name = "Lemonade Stand", baseIncome = 1, upgradeCost = 10, employeeBonus = 0.05f }); businesses.Add(new Business() { name = "Car Wash", baseIncome = 5, upgradeCost = 50, employeeBonus = 0.08f }); businesses.Add(new Business() { name = "Tech Startup", baseIncome = 20, upgradeCost = 200, employeeBonus = 0.1f }); foreach (var biz in businesses) { GameObject panel = Instantiate(businessPanelPrefab, panelParent); panel.transform.Find("Name").GetComponent().text = biz.name; panel.transform.Find("Upgrade").GetComponent