IEnumerator Loading()
    {
        loading = true;
        loadPanel.SetActive(true);
        player.AllowMove(false);
        cam.AllowMove(false);
        Interact.allowInput = false;
        PauseM.HideCursor();
        mainCam.enabled = true;
        loadtText.text  = "Loading";
        float t = UnityEngine.Random.Range(2, 5);

        mainCam.transform.rotation = Quaternion.identity;
        string dot = ".";

        while (t > 0)
        {
            t -= 1;
            loadtText.text += dot;
            yield return(new WaitForSeconds(1f));
        }
        loadPanel.SetActive(false);
        yield return(new WaitForSeconds(1));

        player.AllowMove(true);
        cam.AllowMove(true);
        Interact.allowInput = true;
        CheckAvailability();
        StartCoroutine(BreakDown());
    }
    public IEnumerator EndOfShift() //end shift button on the log book
    {
        StartCoroutine(CameraPan(nextDay));
        timer.text          = "";
        Interact.allowInput = false; //disabling interaction, resetting lists and varibales for next day
        player.AllowMove(false);
        cam.AllowMove(false);
        PauseM.ShowCursor();
        mealAssesments.Clear();
        endOfDayPanel.SetActive(true);
        double kCost = EndOfDayRestock(true) + Math.Round(daysEarnings / 10, 2);

        dayMoneySpent   += kCost;
        endDayUI[0].text = "Day " + round.ToString(); //displaying day staistics
        endDayUI[1].text = "Todays Earnings: " + daysEarnings.ToString("£0.00");
        endDayUI[3].text = "Todays Total Expenditure: " + dayMoneySpent.ToString("£0.00");
        endDayUI[2].text = "Kitchen Clean and Staff Wages: " + kCost.ToString("-£0.00");
        endDayUI[4].text = "Todays Profit: " + (daysEarnings - dayMoneySpent).ToString("£0.00");
        endDayUI[5].text = "Meals Sent: " + mealsThrough.ToString();

        foreach (Text t in endDayUI)
        {
            t.color = new Color(0, 0, 0, 0);
        }

        for (int i = 0; i < endDayUI.Length; i++)
        {
            if (i == 2)
            {
                StartCoroutine(UpdateMoney(-kCost, -.01));
            }
            yield return(StartCoroutine(FadeIn(.9f, endDayUI[i])));

            yield return(null);
        }
        if (currentCash <= 0) // when the player has no credit
        {
            foreach (Text t in endDayUI)
            {
                yield return(StartCoroutine(FadeOut(.8f, t)));
            }
            endDayUI[0].text = "You have gone bankrupt!";
            yield return(StartCoroutine(FadeIn(1.2f, endDayUI[0])));

            toMainButton.SetActive(true);
        }
        else
        {
            shop.interactable     = true;
            nextDayB.interactable = true;
        }
        dayMoneySpent = 0;
        daysEarnings  = 0;
        round++;
        mealsThrough = 0;
    }
    public void Resume() //remume button
    {
        Time.timeScale = 1;
        paused         = false;
        if (!endP || !bookP)
        {
            Interact.allowInput = true;
            cam.AllowMove(true);
            player.AllowMove(true);
            HideCursor();
        }

        if (bookP) //checking if any panels are active
        {
            book.bookPanel.SetActive(true);
            bookP = false;
            cam.AllowMove(false);
            player.AllowMove(false);
            ShowCursor();
            Interact.allowInput = false;
        }
        if (endP)
        {
            gameManager.endOfDayPanel.SetActive(true);
            endP = false;
            cam.AllowMove(false);
            player.AllowMove(false);
            ShowCursor();
            Interact.allowInput = false;
        }
        if (tutorial)
        {
            tutPanel.SetActive(true);
            tutorial = false;
        }
        timeT.SetActive(true);
        moneyT.SetActive(true);
        pausePanel.SetActive(false);
        audioM.UnPauseAll();
    }
Esempio n. 4
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    public void OnClick(RaycastHit hit, Transform t) //bringing up the book panel
    {
        Interact.allowInput = false;                 //stopping input from interact script
        onMenu = false;
        bookPanel.SetActive(true);
        gameManager.assessmentPanel.SetActive(false);
        pc.AllowMove(false); //stopping the player from moving
        fpc.AllowMove(false);
        PauseM.ShowCursor();
        dayText.text = "Feedback";
        butText.text = "Menu";
        if (gameManager.MealTickets().Count == 0 && gameManager.dayTime < 0)//checking if the player can end the shift
        {
            endShiftB.interactable = true;
        }
        else
        {
            endShiftB.interactable = false;
        }

        StartCoroutine(DaysMeals());  //showing feed back if any - default
    }