// Use this for initialization void Start () { Instance = this; coins = new CoinBehaviour[numCoins]; for (int i = 0 ; i < numCoins ; i++){ GameObject go = (GameObject) Instantiate(coinPrefab, Vector3.zero, Quaternion.identity); go.transform.SetParent(this.gameObject.transform, false); coins[i] = go.GetComponent<CoinBehaviour>(); coins[i].SetCoinManager(this.gameObject); go.SetActive(false); } current_index = 0; }
IEnumerator BaseCostTick() { yield return(new WaitForSeconds(0.5001f)); CoinManagement.SubtractCoins(); MercenaryManagement.SubtractMercs(); WisdomManagement.SubtractWisdom(); CoinManagement.animateCost = true; MercenaryManagement.animateMercLoss = true; WisdomManagement.animateWisdomLoss = true; yield return(new WaitForSeconds(0.5f)); costInnerLoopSentinel = false; incomeCostAlternate = true; yield return(new WaitForSeconds(0.00001f)); }
/// <summary> /// BaseIncome triggers all 5 seconds /// Zweites WaitForSeconds nötig da insgesamt 1 Sekunde vergehen muss wegen der Rundfunktion: Bsp. 4.5 wird auf 5 gerundet, nun vergeht 0.5 sekunden /// und wir haben immer noch 5, erst ab 5.51 wird die Zahl auf 6 gerundet, d.h. von 5 her müssen nochmals 0.5 Sekunden vergehen /// These scripts correspond directly with the CoinManagement.cs Script /// </summary> /// <returns></returns> IEnumerator BaseIncomeTick() { yield return(new WaitForSeconds(0.5001f)); CoinManagement.AddCoins(); MercenaryManagement.AddMercs(); WisdomManagement.AddWisdom(); CoinManagement.animateIncome = true; MercenaryManagement.animateMercGain = true; WisdomManagement.animateWisdomGain = true; yield return(new WaitForSeconds(0.5f)); incomeInnerLoopSentinel = false; incomeCostAlternate = false; yield return(new WaitForSeconds(0.00001f)); }