private void OnSpawnMore(FMDay day) { if (cumulativeCount <= maxFish) { for (int i = 0; i < numberToSpawn; i++) { Vector3 offset = Vector3.Scale(Random.insideUnitSphere, randomPosRange); GameObject go = Instantiate(prefab, parent.position + offset, parent.rotation, parent); go.name = "spawn" + (cumulativeCount + i); go.GetComponent <FMWorker>().GoToWorkerPool(); } cumulativeCount += numberToSpawn; } }
public void OnDayStart(FMDay day) { m_CurrentSicknessLevel = 0f; }
void Awake() { m_day = FMGameLoopManager.GetOrCreateInstance().m_CurrentDay; }
public void OnEveningStart(FMDay day) { m_AssignedWorkers.Clear(); ShutDown(); // might need animations to stop functioning }
public void OnDayEnd(FMDay currentDay) { GoHome(); }
public void OnEveningStart(FMDay currentDay) { GetSomeGrub(); }
public void OnDayEnd(FMDay currentDay) { // shut down the worker pool }
public void OnDayStart(FMDay currentDay) { // open up the worker pool game object for business }