// Update all the objects that need to be hidden or shown public void UpdateSwitchableObjects(DayNightPhase nextPhase) { // Switching to day if (nextPhase == DayNightPhase.DAY) { SetStateToArray(ref NightObjects, false); // Deactivate night SetStateToArray(ref DayObjects, true); // Activate day // deactivate the player if (player != null) { player.SetActive(false); } } // Switching to night else if (nextPhase == DayNightPhase.NIGHT) { SetStateToArray(ref NightObjects, true); // Activate night SetStateToArray(ref DayObjects, false); // Deactivate day // activate the player if (player != null) { player.SetActive(true); } } }
public void StartDayPhase() { LightsController.Instance.SetDirectionalLightOn(true); dayCounter++; phase = DayNightPhase.DAY; MainUISoundManager.Instance.StopSound("main"); MainUISoundManager.Instance.StopSound("night"); MainUISoundManager.Instance.PlaySound("day"); dayNightText.text = "Day " + dayCounter; MainCanvasManager.Instance.ShowBuildMenu(); MainCanvasManager.Instance.ShowEndDayButton(); MainCanvasManager.Instance.HideReloadUI(); ActivateProperObjectsAndScripts(); switching = false; }
private void StartNightPhase() { LightsController.Instance.SetLampsOn(true); LightsController.Instance.SetDirectionalLightOn(false); phase = DayNightPhase.NIGHT; MainUISoundManager.Instance.StopSound("day"); MainUISoundManager.Instance.PlaySound("main"); MainUISoundManager.Instance.PlaySound("night"); dayNightText.text = "Night " + dayCounter; MainCanvasManager.Instance.HideBuildMenu(); MainCanvasManager.Instance.HideEndDayButton(); ActivateProperObjectsAndScripts(); switching = false; // Start spawning waves of zombies WavesController.Instance.SpawnNWaves(NumberOfWavesInCurrentDay(), 0, 10); }