public virtual void StartEvent() { if (calendar.todaysEvent != null) { EventController.eventController.CreateEvent(calendar.todaysEvent); } else { EventController.eventController.StartRandomEvent(); } ChangeStats(amount); switch (type) { case ("money"): statsChange.ShowStatsChange(nextScreen, moneyAmount: amount); break; case ("stress"): statsChange.ShowStatsChange(nextScreen, stressAmount: amount); break; case ("home"): statsChange.ShowStatsChange(nextScreen, homeAmount: amount); break; case ("grades"): statsChange.ShowStatsChange(nextScreen, gradesAmount: amount); break; case ("health"): statsChange.ShowStatsChange(nextScreen, healthAmount: amount); break; } }
//The PlayCard function is called when a card is played and changes stats corrosponding to the card played //After that it calls the change stat screen public void PlayCard(CardStats[] cardStats) { //Creates the stats so stats can be added int moneyAmount = 0; int hapinessAmount = 0; int gradesAmount = 0; int healthAmount = 0; int homeAmount = 0; //This goes through the list of cards and adds the corrosponding stats for (int i = 0; i < cardStats.Length; i++) { int[] stats = cardStats[i].GetStats(); moneyAmount += stats[0]; hapinessAmount += stats[1]; gradesAmount += stats[2]; healthAmount += stats[3]; homeAmount += stats[4]; } //This changes the stats directly money.AddValue(moneyAmount); hapiness.AddValue(hapinessAmount); grades.AddValue(gradesAmount); health.AddValue(healthAmount); home.AddValue(homeAmount); //This opens the change stat screen and disables the event and card screen. _parent.SetActive(false); _hub.SetActive(true); List <GameObject> hub = new List <GameObject>(); hub.Add(_hub); changeStatsScreen.ShowStatsChange(hub, moneyAmount: moneyAmount, stressAmount: hapinessAmount, gradesAmount: gradesAmount, healthAmount: healthAmount, homeAmount: homeAmount); calendar.AdvanceDay(); gameObject.SetActive(false); }