public virtual void Demote() { GameLibOfMethods.AddChatMessege("You got fired from your job."); CurrentPerfomanceLevel = 3; JobManager.Instance.CurrentJob = DemoteJob ? DemoteJob : null; CareerUi.Instance.UpdateJobUi(); }
protected virtual void LevelUp() { data.xp = 0; data.level += 1; Stats.InvokeLevelUp(type); Effect(); GameLibOfMethods.CreateFloatingText($"{name} Leveled UP!", 3); GameLibOfMethods.AddChatMessege(name + " level UP!"); }
public virtual void PositiveWorkProgress() { CurrentPerfomanceLevel += 1; GameLibOfMethods.AddChatMessege("You are doing well in your job!"); if (CurrentPerfomanceLevel > 5) { Promote(); } CareerUi.Instance.UpdateJobUi(); }
public virtual void Penalize() { GameLibOfMethods.AddChatMessege("You performing badly on your job."); CurrentPerfomanceLevel -= 1; if (CurrentPerfomanceLevel == 0) { Demote(); } CareerUi.Instance.UpdateJobUi(); }
public void Accomplish() { if (accomplished == false) { accomplished = true; GetRewardButton.gameObject.SetActive(true); GetRewardButton.onClick.AddListener(GetReward); MissionHandler.missionHandler.activeMissions.Remove(MissionHandler.missionHandler.activeMissions.Where(obj => obj.name == name).FirstOrDefault()); MissionHandler.missionHandler.CheckMissions(); GameLibOfMethods.AddChatMessege("You've completed a quest, collect the reward to get " + MoneyBonus + " £!"); } }
public virtual void Promote() { int i = 0; foreach (Skill.Type type in RequiredSkills.Keys) { i++; if (Stats.Skill(type).CurrentLevel >= RequiredSkills[type]) { } else { return; } } CurrentPerfomanceLevel = 3; JobManager.Instance.CurrentJob = PromotionJob ? PromotionJob : this; GameLibOfMethods.AddChatMessege("You got promoted on your job!"); CareerUi.Instance.UpdateJobUi(); }
IEnumerator <float> Sleeping() { HandlePlayerSprites(enable: false); //PlayerAnimationHelper.ResetPlayer(); yield return(0f); Debug.Log("Went to sleep"); Physics2D.IgnoreLayerCollision(GameLibOfMethods.player.layer, 10, true); GameLibOfMethods.isSleeping = true; GameLibOfMethods.cantMove = true; GameLibOfMethods.animator.SetBool("Sleeping", true); GameLibOfMethods.player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; yield return(MEC.Timing.WaitForSeconds(0.5f)); GameLibOfMethods.AddChatMessege("Went to sleep."); float T = 0; GameClock.ChangeSpeedToSleepingSpeed(); while (true) { GameLibOfMethods.concecutiveSleepTime += (Time.deltaTime * GameClock.TimeMultiplier) * GameClock.Speed; float Multi = (Time.deltaTime / GameClock.Speed) * GameClock.TimeMultiplier; Stats.Status(Type.Energy).Add(EnergyGainPerHour * Multi); Stats.Status(Type.Mood).Add(MoodGainPerHour * Multi); Stats.Status(Type.Health).Add(HealthGainPerHour * Multi); if (Input.GetKeyUp(KeyCode.E)) { break; } if (Stats.Status(Type.Energy).CurrentAmount >= Stats.Status(Type.Energy).MaxAmount) { T += Time.deltaTime; if (T >= 2) { GameLibOfMethods.CreateFloatingText("Can't sleep more", 2); break; } } yield return(0f); } PlayExitSound(); GameLibOfMethods.animator.SetBool("Sleeping", false); yield return(0f); while (true) { var state = GameLibOfMethods.animator.GetCurrentAnimatorStateInfo(0); if (!state.IsName("JumpOffToBed")) { Debug.Log("Something is wrong.. this finished before firing the method. Make sure you don't call this from FixedUpdate."); break; } if (state.normalizedTime >= 40 / 50f) { break; } yield return(0f); } HandlePlayerSprites(enable: true); PlayerCommands.JumpOff(JumpOffSpeed); GameClock.ResetSpeed(); }
public virtual void AssignToThisJob() { JobManager.Instance.CurrentJob = this; GameLibOfMethods.AddChatMessege("You are working on " + JobManager.Instance.CurrentJob.name + " job now."); CareerUi.Instance.UpdateJobUi(); }
public void ChooseWeatherForTheDay() { ResetWeather(); float temp = Random.Range(0, 100); Debug.Log(temp); WeatherIcon.sprite = NormalWeatherSprite; if (temp < snowChance) { foreach (ParticleSystemRenderer weather in WeatherRenderers) { if (weather.gameObject.name == "Snow") { StartCoroutine(ChangeSound(SnowSound)); var tempWeather = weather.GetComponent <ParticleSystem>(); var tempEmission = tempWeather.emission; tempEmission.enabled = true; WeatherIcon.sprite = SnowWeatherSprite; } } GameLibOfMethods.AddChatMessege("Snow weather choosed"); return; } if (temp < fogChance) { StartCoroutine(ChangeSound(FogSound)); FogScript.DensityBeforeFadingAway = Random.Range(0.4f, 0.6f); FogScript.Size = Random.Range(2f, 8f); fogToday = true; GameLibOfMethods.AddChatMessege("Fog weather choosed"); return; } if (temp <= rainChance) { foreach (ParticleSystemRenderer weather in WeatherRenderers) { if (weather.gameObject.name == "Rain") { StartCoroutine(ChangeSound(RainSound)); var tempWeather = weather.GetComponent <ParticleSystem>(); var tempMain = tempWeather.main; var tempEmission = tempWeather.emission; tempEmission.rateOverTime = Random.Range(500, 3000); tempMain.startSize = Random.Range(0.3f, 0.7f); tempEmission.enabled = true; WeatherIcon.sprite = RainWeatherSprite; } } GameLibOfMethods.AddChatMessege("Today is raining."); return; } if (temp < sunnyChance) { StartCoroutine(ChangeSound(SunnySound)); sunnyToday = true; GameLibOfMethods.AddChatMessege("Today is sunny weather"); WeatherIcon.sprite = SunnyWeatherSprite; return; } if (temp < cloudyChance) { foreach (ParticleSystemRenderer weather in WeatherRenderers) { if (weather.gameObject.name == "Clouds") { StartCoroutine(ChangeSound(CloudySound)); var tempWeather = weather.GetComponent <ParticleSystem>(); var tempEmission = tempWeather.emission; tempEmission.enabled = true; WeatherIcon.sprite = CloudyWeatherSprite; } } cloudyToday = true; GameLibOfMethods.AddChatMessege("Cloudy weather today."); return; } foreach (ParticleSystemRenderer weather in WeatherRenderers) { var tempWeather = weather.GetComponent <ParticleSystem>(); var tempEmission = tempWeather.emission; tempEmission.enabled = false; } StartCoroutine(TurnOffSound()); }