public void NextTurn() { //PlayerPrefs.DeleteAll(); AudioManager.Instance.PlayNextTurn(); turn++; NextTurnButton.SetActive(false); EndTurnSatisfaction.SetActive(false); GameObject.Find("OfficerManager").GetComponent <OfficerController>().EndTurn(); turnsText.text = turn.ToString(); if (_incidentManager == null) { _incidentManager = this.GetComponent <IncidentManager>(); } _incidentManager.UpdateIncidents(); //m_IncidentManager.CheckExpiredIncidents(turn); if (_incidentManager.IsGameOver()) { //GAME OVER GameOver.gameObject.SetActive(true); GameOver.ShowGameOver(turn - 1, _incidentManager.GetTotalCasesClosed(), _incidentManager.GetTotalCasesClosedWell()); } else { //update at the end to give the player a chance to get citizen happiness over 20% _incidentManager.EndTurn(); //decide which incident to show this turn _incidentManager.IsIncidentWaitingToShow(turn); //not using the bool callback to populate the next incident list //_incidentManager.CreateNewIncident(turn); _incidentManager.AddNewIncidents(turn); #if SELECT_INCIDENTS GameObject.Find("IncidentDialog").GetComponent <DialogBox>().DeactivateAll(); #else _incidentManager.ShowIncident(turn); #endif } }