Example #1
0
 public override void Tick()
 {
     ticks++;
     if (isNight)
     {
         if (ticks >= (DayDurationInTicks / 2))
         {
             ticks   = 0;
             isNight = false;
             Background.GetComponent <Animation>().Play("night-day", PlayMode.StopAll);
             dayEffect.gameObject.SetActive(true);
             nightEffect.gameObject.SetActive(false);
             enabledEffect = dayEffect;
         }
     }
     else
     {
         if (ticks >= (DayDurationInTicks / 2))
         {
             ticks   = 0;
             isNight = true;
             Background.GetComponent <Animation>().Play("day-night", PlayMode.StopAll);
             dayEffect.gameObject.SetActive(false);
             nightEffect.gameObject.SetActive(true);
             enabledEffect = nightEffect;
         }
     }
     enabledEffect.Trigger();
 }
Example #2
0
 protected override void OnApply(ref CharacterEntity enemyEntity, out Effect effect)
 {
     Debug.Log(name + " was applied");
     enemyEntity.speed       = enemyEntity.baseSpeed * (1 / 3f);
     enemyEntity.currentBase = color;
     effect = new OvertimeEffect(name, color, duration);
 }
Example #3
0
    public override void Tick()
    {
        ticks++;
        if (ticks >= TriggerIntervalInTicks)
        {
            ticks = 0;
            if (isEventTriggered())
            {
                Event triggeredEvent = getRandomEvent(events);

                triggeredEvent.gameObject.SetActive(true);
                StartCoroutine(DisableEvent(triggeredEvent));

                UI.OpenEventPanel(triggeredEvent.Title, triggeredEvent.Text);
            }
        }
        foreach (Event ev in GetComponentsInChildren <Event>())
        {
            OvertimeEffect effect = ev.GetComponent <OvertimeEffect>();
            if (effect != null)
            {
                ev.GetComponent <OvertimeEffect>().Trigger();
            }
        }
    }
Example #4
0
 private void Start()
 {
     enabledEffect = dayEffect;
 }