//--- Unity Methods ---// private void Awake() { // Init the private variables m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_callLogUI = GameObject.FindObjectOfType <CallerLog_UIManager>(); m_callList = new List <Call_Group>(); totalCash = GameObject.Find("Txt_Money").GetComponent <TextMeshProUGUI>(); audioManager = GameObject.Find("AudioManager").GetComponent <Audio_Manager>(); persistManager = GameObject.Find("PersistenceManager").GetComponent <Persistence_Manager>(); m_active = false; // Sample the difficulty curve to determine how quickly calls should spawn throughout this day Persistence_Manager persistence = GameObject.FindObjectOfType <Persistence_Manager>(); Day_Manager dayManager = GameObject.FindObjectOfType <Day_Manager>(); float percentThroughWeek = (float)persistence.m_dayNumber / (float)(dayManager.maxDayCounter - 1); m_timeBetweenCalls = m_timeBetweenCallsCurve.Evaluate(percentThroughWeek); m_timeSinceLastCall = m_timeBetweenCalls; Debug.Log("Time Between Calls: " + m_timeBetweenCalls); }
void Start() { dayLengthIG = dayEndTime - dayStartTime; timeElapsed = 0.0f; txtDayCounter.text = "Day " + (dayCounter + 1).ToString(); if (_instance == null) { _instance = GameObject.FindObjectOfType <Day_Manager>(); if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } } clock = null ?? GameObject.Find("Timer").GetComponent <TextMeshProUGUI>(); //dailyEarnings = null ?? GameObject.Find("Daily Earning").GetComponent<TextMeshProUGUI>(); cashCalculator = null ?? GameObject.Find("Game_Controller"); // Shouldn't start counting time until the day begins properly shouldCountTime = false; // Should prevent key input until the day starts GameObject.FindObjectOfType <Key_Manager>().enabled = false; // Show the day start text txtDayStart.SetActive(true); txtBackground.SetActive(true); // Turn off the day start text after a few seconds and then begin the day properly Invoke("StartDay", dayBufferLength); }