void OnTriggerEnter(Collider enterCol) { if (enterCol.gameObject.CompareTag("Player") && gameObject == MapSceneManager.currentLocation) { DetermineIfEventHappeningHere(); if (isEventHappeningHere) { NightHighTierManager.isHighTierActivityHere = true; NightHighTierManager.SetHTCrimeRates(ClueMaster.attackType, isEventHappeningHere, ClueMaster.gangInvolvedInEvent, myLandmark); } else if (gameObject == MapSceneManager.mapLoc && myHighTierActivity != null && myHighTierActivity != "" && myHighTierActivity != "Blank") { //The Nightly Activity from the NightHighTierManager script becomes equal to "myHighTierActivity" NightHighTierManager.isHighTierActivityHere = true; NightHighTierManager.SetHTCrimeRates(myHighTierActivity, isEventHappeningHere, gangName, myLandmark); //Debug.Log("Location is host to a high-tier activity"); } else { //Debug.Log("Location is host to a minor activity"); NightHighTierManager.isHighTierActivityHere = false; NightHighTierManager.isEvent = false; //GetComponent<MeshRenderer>().material.color = Color.black; NightManager.SetCrimeRates(gangName); } compDisplay.OpenCompDisplay(); } }
public ZombieManager(ZombieDiedSignal zombieDiedSignal, ZombiePool zombiePool, ZombieFactory goFactory, GameConfig gameConfig, StartNewWaveSignal startNewWave, WaveStartedSignal waveStarted, UpdateZombiesCountSignal onUpdateZombiesCountSignal, NightManager nightManager, WindowsManager windowsManager, ZombieConfig zombieConfig, TutorialManager tutorialManager, AnalyticsManager analyticsManager) : base("zombies.json") { _onZombieDiedSignal = zombieDiedSignal; _onStartNewWaveSignal = startNewWave; _onWaveStartedSignal = waveStarted; _onUpdateZombiesCountSignal = onUpdateZombiesCountSignal; _windowsManager = windowsManager; _tutorialManager = tutorialManager; _tutorialManager.ZombieManager = this; _analyticsManager = analyticsManager; _zombiePool = zombiePool; _GOfactory = goFactory; _gameConfig = gameConfig; _nightManager = nightManager; _zombieConfig = zombieConfig; _zombies = new List <Zombie>(); _zombieCountBeforeBoss = _gameConfig.waveSettings.startZombieCount; _currentZombieCount = _zombieCountBeforeBoss; _currentDecadeZombieCount = _gameConfig.waveSettings.startZombieCount; WaveNumber = _gameConfig.waveSettings.startWave; _currentMainZombieType = ZombieType.Basic; _otherMainTypes = new List <ZombieType>(); _otherMainTypes.Add(ZombieType.Acid); _otherMainTypes.Add(ZombieType.Fire); _otherMainTypes.Add(ZombieType.Armor); _otherMainTypes.Add(ZombieType.Electro); _otherAddTypes = new List <ZombieType>(); _hpPerZombie = new InfInt(); _currentDecadeStartHP = new InfInt(_gameConfig.waveSettings.firstWaveHP); _currentWaveHP = new InfInt(_currentDecadeStartHP); _tempBigNumber = new InfInt(); _tmpBigNumber = new InfInt(); _autoStartNewWave = false; _waveStarted = false; _timeTravelStartLock = false; _lastBossAlive = false; }
void DaylightCame() { DNCycle.daylightEvent -= DaylightCame; highTierActSet = false; NightHighTierManager.ResetValues(); if (currentLocation != null) { NightManager.SetCrimeRates(currentLocation.GetComponent <NodeDetails>().gangName); } foreach (GameObject node in mapNodes) { //NodeDetails.myHighTierActivity = ""; node.GetComponent <MeshRenderer>().material.color = node.GetComponent <NodeDetails>().gangColor; } policeAlertBG.color = bgOffColor; policeAlertText.text = ""; StartCoroutine("OpenDaylightReturnUI"); nightOver = true; }
// Use this for initialization void Start() { if (instance == null) instance = this; }
public NightManager() { Instance = this; }