Exemple #1
0
    public void PrintReputations(int optionIndex)       // Create's a floating reputation gain text from given option.
    {
        switch (optionIndex)
        {
        case 1:
            GainsTextHandler.CreateGainsText(new int[] { currentCard.option1IrsReputation, currentCard.option1PunkReputation, currentCard.option1ShakeReputation, currentCard.option1GuardReputation }, cardDisplay.popUp.transform);
            break;

        case 2:
            GainsTextHandler.CreateGainsText(new int[] { currentCard.option2IrsReputation, currentCard.option2PunkReputation, currentCard.option2ShakeReputation, currentCard.option2GuardReputation }, cardDisplay.popUp.transform);
            break;

        case 3:
            GainsTextHandler.CreateGainsText(new int[] { currentCard.option3IrsReputation, currentCard.option3PunkReputation, currentCard.option3ShakeReputation, currentCard.option3GuardReputation }, cardDisplay.popUp.transform);
            break;

        case 4:
            GainsTextHandler.CreateGainsText(new int[] { currentCard.option4IrsReputation, currentCard.option4PunkReputation, currentCard.option4ShakeReputation, currentCard.option4GuardReputation }, cardDisplay.popUp.transform);
            break;

        case 5:
            GainsTextHandler.CreateGainsText(new int[] { currentCard.option5IrsReputation, currentCard.option5PunkReputation, currentCard.option5ShakeReputation, currentCard.option5GuardReputation }, cardDisplay.popUp.transform);
            break;
        }
    }
Exemple #2
0
    void Awake()                                                                                                                                        //when the game starts
    {
        //canvasParent = GameObject.Find("Canvas");

        GainsTextHandler.Initialize();                                              // Activates the floating reputation gain element
        if (gameController == null)                                                 //if there is no gamecontroller
        {
            if (SceneManager.GetActiveScene().name == "MobileScene")
            {
                mobileVersionInUse = true;
            }
            else
            {
                keysEnabled = true;
            }
            //// !! DISABLED FOR DEBUGGIN !!
            for (int i = 0; i < allSwitches.Count; i++)                             // At the start of the game, make sure all switches are set to false.
            {
                allSwitches[i] = false;
            }
            allSwitches[1] = true;                                                  // Enable for cigarrete box
            //DontDestroyOnLoad(gameObject);									    //the gamecontroller won't reset when switching scenes
            gameController = this;                                                  //this gamecontroller will be the gamecontroller
            punksRep       = 0;                                                     //player's reputation among factions starts at zero
            irsRep         = 0;
            shakersRep     = 0;
            guardsRep      = 0;
            day            = 1;           //the game starts at day 1
            cigaretteCount = 0;
            schedule       = 3;           //Sets intro time                                                      //the day begins with the first activity in the schedule


            waitingForPPS          = false;
            waitingForSFX          = false;
            cleaningUpFades        = false;
            dayChangeCardDisplayed = false;

            //GetNextCard();
        }
        else if (gameController != this)                                                                                                //in case of unwanted extra gamecontrollers
        {
            Destroy(gameObject);                                                                                                        //delete them
        }
    }
Exemple #3
0
    public bool dayChangeCardDisplayed;                                             //bool used to execute day change card



    void Awake()                                                                                                                                        //when the game starts
    {
        //canvasParent = GameObject.Find("Canvas");

        GainsTextHandler.Initialize();                                              // Activates the floating reputation gain element
        if (gameController == null)                                                 //if there is no gamecontroller
        {
            //// !! DISABLED FOR DEBUGGIN !!
            for (int i = 0; i < allSwitches.Count; i++)                             // At the start of the game, make sure all switches are set to false.
            {
                allSwitches[i] = false;
            }
            allSwitches[1] = true;                                                  // Enable for cigarrete box
            //DontDestroyOnLoad(gameObject);									    //the gamecontroller won't reset when switching scenes
            gameController = this;                                                  //this gamecontroller will be the gamecontroller
            punksRep       = 0;                                                     //player's reputation among factions starts at zero
            irsRep         = 0;
            shakersRep     = 0;
            guardsRep      = 0;
            day            = 1;           //the game starts at day 1
            cigaretteCount = 0;
            schedule       = 3;           //Sets intro time                                                      //the day begins with the first activity in the schedule
            SetBackgroundAudio();
            AddLogEvent();
            topBar            = cardDisplay.topBar;
            logCurrentDayText = cardDisplay.logPageDayText;
            waitingForPPS     = false;
            waitingForSFX     = false;
            cleaningUpFades   = false;
            GetComponent <OptionsSliders>().LoadSettings();
            dayChangeCardDisplayed = false;

            //GetNextCard();
        }
        else if (gameController != this)                                                                                                //in case of unwanted extra gamecontrollers
        {
            Destroy(gameObject);                                                                                                        //delete them
        }
    }