void TimePassing() { float passingtime; //CurrentPatrolPoint = (Mathf.RoundToInt(CurrentPatrolPointf)); if (!isTalking) { passingtime = Time.deltaTime; // if not talking timeCount += passingtime; //elapsedTime = timeCount; } else { //if talking passingtime = 0; } timeCountrounded = (int)timeCount; switch (timeCountrounded) { case 0: //changeok = false; storycheck.AllCharactersReady(); currentTime = TimePeriod.Morning; Timing.isNight = false; character.spawncheck = true; flowchart.ExecuteBlock("Daychange"); patroller.patrol(); break; case 180: // 60://this is in seconds. Default is 600 //180 currentTime = TimePeriod.Afternoon; flowchart.ExecuteBlock("Daychange"); patroller.patrol(); break; case 360: // 120://this is in seconds. Default is 1200 //360 currentTime = TimePeriod.Evening; Timing.isNight = true; flowchart.ExecuteBlock("Daychange"); patroller.patrol(); break; case 540: // 180://this is in seconds. Default is 1800 //540 currentTime = TimePeriod.Night; character.spawncheck = false; //this is for registering how long it'll take for something to spawn back flowchart.ExecuteBlock("Daychange"); patroller.patrol(); break; case 720: // 240://this is in seconds. Default is 2400 //720 if (Timing.CurrentDay == manageTime.day.Sunday) { CurrentPatrolPoint = 0; } Timing.dayRegister(); timeCount = 0; break; } }