// Use this for initialization public void endTurn() { WorldControl.PortraitIDLayer0 = 0; WorldControl.PortraitIDLayer1 = 0; WorldControl.PortraitIDLayer2 = 0; WorldControl.NPCID = 0; WorldControl.idx = -1; //Effects alwaysLustEffect(); // WorldControl.dayTime++; if (WorldControl.dayTime > 5) { WorldControl.day++; WorldControl.dayTime = 0; } GameControl.actualHealth = GameControl.actualHealth + 40; if (GameControl.actualHealth > GameControl.maxHealth) { GameControl.actualHealth = GameControl.maxHealth; } if (GameControl.actualHealth < 0) { GameControl.actualHealth = 40; } switch (WorldControl.dayTime) { case 0: WorldControl.dayTimeName = "Morning"; break; case 1: WorldControl.dayTimeName = "Noon"; break; case 2: WorldControl.dayTimeName = "Afternoon"; break; case 3: WorldControl.dayTimeName = "Evening"; break; case 4: WorldControl.dayTimeName = "Night"; break; case 5: TurnSummary.dreamCD = 0; createWorks.createNewWorkers(); WorldControl.dayTimeName = "Late night"; if (CityControl.mandateSkimpyServitude == true) { CityControl.city100Corruption += 0.1f; } if (CityControl.city100Corruption > 100) { CityControl.city100Corruption = 100; } dailyChanges(); if (QuestControl.helenaQuest >= 5) { CastleUpdate.updateCastle(); } CastleUpdate.updateCastle(); break; default: break; } cleanUnrecruitedRetainers(); SceneManager.LoadScene(3); }
public void updateCastleDebug() { CastleUpdate.updateCastle(); }