Beispiel #1
0
        /// <summary>
        /// Occurs when the ok button is clicked.
        /// </summary>
        /// <param name="eventData">Pointer click event data.</param>
        public void OnPointerClick(PointerEventData eventData)
        {
            SpeedManager.instance.SetToNormalSpeed();

            // Check if the game has reached its endpoint.
            if (ProgressManager.CheckGameEnd())
            {
                PlayerPrefs.SetInt("EndingCompleted", 0);
                SceneManager.LoadScene("GoodEndingScene");
            }
            else
            {
                int unlockedCustomerNumber;

                // Check if a customer is unlocked.
                if (ProgressManager.CheckCustomerUnlock(out unlockedCustomerNumber))
                {
                    UnlockCustomerInformation.CustomerNumber = unlockedCustomerNumber;
                    SceneManager.LoadScene("UnlockedCustomerScene");
                }
                else
                {
                    // Just load normally if no customer is unlocked.
                    ProfitTracker.instance.Reset();

                    //Advertisement.Show();
                    SceneManager.LoadScene("PreparationScene");
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// Called every deltatime.
        /// </summary>
        void FixedUpdate()
        {
            // Check if the deltatime has elapsed equal to the amount of delta time per clock minute.
            if (deltaTimeElapsed % DeltaTimePerMinuteIncrement == 0)
            {
                CurrentMinute += MinuteIncrement;
                if (CurrentMinute == MinutesPerHour)
                {
                    CurrentMinute = 0;
                    CurrentHour++;
                }

                // Inform the listeners that the clock has been updated.
                if (ClockUpdated != null)
                {
                    ClockUpdated(this, new EventArgs());
                }
            }

            // End the simulation when the end hour and minute has been reached.
            if (CurrentHour >= EndingHour && CurrentMinute >= EndingMinute)
            {
                SpeedManager.instance.Pause();
                if (!DayIncremented)
                {
                    ProgressManager.Day++;
                    DayIncremented = true;

                    // Unlock a customer if possible.
                    int unlockedCustomerNumber;
                    ProgressManager.CheckCustomerUnlock(out unlockedCustomerNumber);
                }
                ProgressManager.SaveProgressToFile();

                // Display the end day panel.
                EndDay.SetActive(true);

                // Hide the speed button.
                SpeedButton.SetActive(false);
            }

            deltaTimeElapsed++;
        }