// Update is called once per frame void Update() { try { if (type == "WayBack") { TimeJump typeO = player .GetComponent <TimeJump>(); percentLeft = typeO.fuel / typeO.maxFuel; } else if (type == "JetPack") { Jetpack typeO = GameObject.Find("JetpackP").GetComponent <Jetpack>(); percentLeft = typeO.fuel / typeO.maxFuel; } if (changed != percentLeft) { Invoke("hide", 2f); } changed = percentLeft; bar.localScale = new Vector3(1f, percentLeft); } catch { } }
private void ActivateTimeJump(TimeJump _timeJump) { currentTimeJump = _timeJump; GameManager.Instance.PauseGame(); _timeJump.OnFinished.AddListener(DeactivateTimeJump); GameManager.Instance.UIManager.ActivateTimeJumpWindow(_timeJump.From, _timeJump.To, _timeJump.OnFinished.Invoke); }
// Start is called before the first frame update void Start() { tj = player.GetComponent <TimeJump>(); for (int i = 1; i <= FindObjectsOfType <Camera>().Length; i++) { cams.Add("Level" + world + "-" + i); resets.Add("SpawnPoint" + i); } cameraWork(); restart(); }
public void OnNightTime() { TimeSystem.IsPaused = true; //Save current date before it changes to the next day and breaks the system EventManager.TimeJumpCheckDate.Day = TimeSystem.CurrentDate.Day; EventManager.TimeJumpCheckDate.Month = TimeSystem.CurrentDate.Month; EventManager.TimeJumpCheckDate.Year = TimeSystem.CurrentDate.Year; TimeSystem.SetTimeToMorning(); //Handle TimeJump already so the right date is saved in the save file TimeJump _timeJump = EventManager.CheckForTimeJumpAndReturnJump(); if (_timeJump != null) { TimeSystem.SetDate(_timeJump.To); } //Save the game SaveSystem.UpdateSaveData(); SaveSystem.SaveGame(); UnityAction _onFinished = null; _onFinished += NPCManager.TeleportAllNPCsToTheirHome; _onFinished += CameraController.Unfocus; _onFinished += PauseGame; //Check for escaping colonists (only if they are unhappy) if (CheckIfColonistEscapes()) { _onFinished += EventManager.StartColonistEscapesEvent; } else { _onFinished += UIManager.ActivateEndOfDayWindow; } NPCManager.MakeAllNPCsGoHome(); UIManager.Fade(false, 5f, _onFinished); }