IEnumerator DayCycle() { int numberchild = content.childCount; while (numberchild > 0) { if (inEdit == false) { TimeLineButtons firstChild = content.GetChild(0).GetComponent <TimeLineButtons>(); if (firstChild) { float minuteDuration = (firstChild.myaction.duration * timeProgressBar) / GameManager.GetInstance().debugSpeedyTime; ModelActions.ActionType type = firstChild.myaction.actionType; AnimationManager.GetInstance().SetActionAnimation(type, firstChild.myaction.animationCode); //TODO: Pausar a barra, apra reiniciar quando for para a edição. StartCoroutine(firstChild.BarProgress(minuteDuration)); //Debug.Log(firstChild.daylistRef); yield return(new WaitForSeconds(minuteDuration)); Destroy(content.GetChild(0).gameObject); GameManagerTimeline.GetInstance().RemoveActionInList(0); FinishAction(firstChild); } //TODO: Colocar o numero de vezes que a ação foi usada numberchild -= 1; } yield return(null); } AddNewDay(); TutorialFase(); if (GameManager.GetInstance().MaxDaysGame > GameManager.GetInstance().TotalDay) { yield return(new WaitForSeconds(1f)); NavigationManager.GetInstance().ToggleLiderBoard(); } else { GameManager.GetInstance().StartGameOver(); yield return(new WaitForSeconds(1f)); NavigationManager.GetInstance().ToggleLiderBoard(); } }
public void SetActionAnimation(ModelActions.ActionType actionType, string subAnimation = "") { ModelActions.ActionType aninToSet = actionType; TurnOffScenaries(); SetQuadsMove(0f); switch (aninToSet) { case ModelActions.ActionType.Sleep: { restScene.SetActive(true); SetNight(); player.SetTrigger("Rest"); break; } case ModelActions.ActionType.Sports: { if (StressManager.esporteEstressada) { player.SetTrigger("StressRun"); SetQuadsMove(0.3f); StressManager.esporteEstressada = false; } else { player.SetTrigger("Run"); SetQuadsMove(0.3f); } break; } case ModelActions.ActionType.Fun: { funScene.SetActive(true); player.SetTrigger("Fun"); break; } case ModelActions.ActionType.Career: { careerScene.SetActive(true); player.SetTrigger("Career"); break; } case ModelActions.ActionType.Health: { healthScene.SetActive(true); player.SetTrigger("Health"); break; } case ModelActions.ActionType.Feed: { feedScene.SetActive(true); if (StressManager.alimentacaoEstressada == true) { player.SetTrigger("StressedFeed"); StressManager.alimentacaoEstressada = false; } else { player.SetTrigger("Feed"); } break; } case ModelActions.ActionType.Schedule: { player.SetTrigger("Walk"); SetQuadsMove(0.1f); break; } case ModelActions.ActionType.Challenger: { if (subAnimation != "") { switch (subAnimation) { case "Des_VizinhoBarulhento": restScene.SetActive(true); SetNight(); player.SetTrigger("Des_VizinhoBarulhento"); break; case "Des_Transito": player.SetTrigger("Des_Transito"); break; case "Des_Preguica": lazyScene.SetActive(true); player.SetTrigger("Des_Preguica"); break; case "Des_Chuva": SetRain(); SetNight(); player.SetTrigger("Des_Chuva"); break; } } break; } } }