Esempio n. 1
0
 void Update()
 {
     //If the player is standing at the site of a low-tier activity, and a high-tier activity appears there, reset the Computer Display to
     //reflect this new activity, but reset the "activity selectors", so they don't suddenly accept a high-tier event at the same moment
     //that they click the "Commence" button
     //Hopefully I won't even need this, as the high-tier activity should be chosen when entering the map scene, and only "deleted" when
     //the sun comes up, at which point they return to the hideout anyway. Still, for now it can serve my testing purposes
     if (MapSceneManager.highTierActSet && MapSceneManager.currentLocation == MapSceneManager.mapLoc && compDisplay.activity.color != Color.yellow)
     {
         if (myHighTierActivity != null && myHighTierActivity != "" && myHighTierActivity != "Blank")
         {
             NightHighTierManager.isHighTierActivityHere = true;
             NightHighTierManager.SetHTCrimeRates(myHighTierActivity, isEventHappeningHere, gangName, myLandmark);
             compDisplay.UpdateCompUI();
         }
     }
 }