public void UpdateGlobeParticlesForStat(EStat stat) { EGoodBadNeutral status = EGoodBadNeutral.Neutral; float parameter = 0; PlayerState player = SaveManager.instance.GetCurrentPlayerState(); if (stat == EStat.MAX) { parameter = (player.GetStat(EStat.ECOLOGY) + player.GetStat(EStat.PEACE) + player.GetStat(EStat.PROSPERITY) + player.GetStat(EStat.HEALTH)) / 4; if (parameter > GameManager.instance.ChaosThresholds[(int)EChaosThreshold.Good]) { status = EGoodBadNeutral.Good; } else if (parameter < GameManager.instance.ChaosThresholds[(int)EChaosThreshold.Dire]) { status = EGoodBadNeutral.Bad; } } else { parameter = player.GetStat(stat); if (parameter > 0) { status = EGoodBadNeutral.Good; } else if (parameter < 0) { status = EGoodBadNeutral.Bad; } } switch (stat) { case EStat.MAX: ParticleInside.SetStatus(status); break; case EStat.ECOLOGY_DAILY: ParticleEcology.SetStatus(status); break; case EStat.HEALTH_DAILY: ParticleHealth.SetStatus(status); break; case EStat.PROSPERITY_DAILY: ParticleProsperity.SetStatus(status); break; case EStat.PEACE_DAILY: ParticlePeace.SetStatus(status); break; } }
public void SetStatus(EGoodBadNeutral status) { CurrentStatus = status; if (PORTIKULRENDERER == null) { return; } switch (status) { case EGoodBadNeutral.Good: PORTIKULRENDERER.material.SetTexture("_MainTex", SpriteGood); if (!PORTIKUL.isPlaying) { PORTIKUL.Play(); } break; case EGoodBadNeutral.Bad: PORTIKULRENDERER.material.SetTexture("_MainTex", SpriteBad); if (!PORTIKUL.isPlaying) { PORTIKUL.Play(); } break; case EGoodBadNeutral.Neutral: if (SpriteNeutral == null) { PORTIKUL.Stop(); } else { PORTIKULRENDERER.material.SetTexture("_MainTex", SpriteNeutral); if (!PORTIKUL.isPlaying) { PORTIKUL.Play(); } } break; } }