protected WorldEvent(int day, WorldEventImportance importance, WorldEventType type, string text) { this.day = day; this.type = type; this.importance = importance; this.text = text; }
public static void TriggerEvent(WorldEventType type, Vector3 vector3) { if (m_worldEvents.ContainsKey(type)) { m_worldEvents[type].Raise(vector3); } }
public void DisplayEventPanel(WorldEventType eventType, string description) { eventTitle.text = eventType.ToString(); eventDescription.text = description; if (!eventPanel.activeSelf) { eventPanel.SetActive(true); } }
public bool isPastEvent; // < ------- flag to allow Manager to set a new current event and store this one for an event log // The Manager for world events will take care of telling the Cities manager to affect a city (e.g. Decrease Population, Decrease a stat, etc) // for the duration of this world event (in months). (i.e. Decrease Population takes x # of citizen's lives every month for (duration) months.) // The length of a month (in seconds) is set in the Manager and could be set by the player at the start of the game (clamped to something like 60f to 300f); // There can ONLY be one world event of the same type happening per month. public WorldEvent(WorldEventType _type, int _duration) { eventType = _type; duration = _duration; }