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(); } }
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; }