// Start is called before the first frame update void Start() { playerPosition = GameObject.FindGameObjectWithTag("Player"); _MGR_SoundDesign.Instance.PlayMusic(_MGR_SoundDesign.Instance.day, playerPosition, volumeDay); cycleEnum = CYCLE.DAY; nightImage.gameObject.SetActive(false); nightCount = 0; dayCount = 0; }
//Quand la nuit commence void NightBegins(int nightNumber) { dayTimer.gameObject.SetActive(false); _MGR_SoundDesign.Instance.PlayMusic(_MGR_SoundDesign.Instance.night, playerPosition, volumeNight); cycleEnum = CYCLE.NIGHT; dayImage.gameObject.SetActive(false); nightImage.gameObject.SetActive(true); //On instancie les spawners for (int i = 0; i < nightsList[nightNumber].spawnersListPrefabs.Count; i++) { Instantiate(nightsList[nightCount].spawnersListPrefabs[i]).transform.parent = spawnersContainer.transform; } }
//Quand le jour commence, régénère les gisements void DayBegins(int dayNumber) { dayTimer.gameObject.SetActive(true); _MGR_SoundDesign.Instance.PlayMusic(_MGR_SoundDesign.Instance.day, playerPosition, volumeDay); dayImage.gameObject.SetActive(true); nightImage.gameObject.SetActive(false); cycleEnum = CYCLE.DAY; if (regenerateDepositesAtDay) { for (int i = 0; i < _MGR_Ressource.Instance.list_deposits.Count; i++) { _MGR_Ressource.Instance.list_deposits[i].RegenerateDeposit(); } } nightCount++; }