// Update is called once per frame void Update() { updateView(); hourCount -= Time.deltaTime; if (Mathf.Round(hourCount) == 0) { hourCount = 3600; projects.hourPass(); List <Project> projectList = projects.GetProjects(); foreach (Project item in projectList) { if (item.Deadline == 0) { int id = item.ID; projects.RemoveProjects(id); Project newProject = generateNewProject(id); projects.AddProject(newProject); } } } if (workingOn != 0) { minuteCount[workingOn - 1] -= Time.deltaTime; if (ChangeComputer.upgrade) { minuteCount[workingOn - 1] -= Time.deltaTime; UnityEngine.Debug.Log("computer change"); } //print(minuteCount[workingOn - 1]); if (Mathf.Round(minuteCount[workingOn - 1]) == 0) { minuteCount[workingOn - 1] = 1; int minuteLeft = projects.minutePass(workingOn); //print(minuteLeft); if (minuteLeft == 0) { Project compProject = projects.GetProject(workingOn); compProject.Completion = true; int awardCurrency = compProject.Currency; int awardExp = compProject.Exp; SEAttributes player = SaveSEAttributes.LoadPlayer(); SEAttributesController.AdjustCurrency(player, awardCurrency); projects.RemoveProjects(workingOn); Project newProject = generateNewProject(workingOn); projects.AddProject(newProject); int temp = workingOn; stopProject(); setSceneActive(temp); setPreviousSceneInactive(temp); } } } }
public void exitShop() { // PlayerPrefs.SetInt ("MoneyAmount", moneyAmount); SEAttributesController.AdjustCurrency(player, -player.PlayerCurrency); SEAttributesController.AdjustCurrency(player, moneyAmount); for (int i = 0; i < amount; i++) { SEAttributesController.DecreaseHunger(player); } SceneManager.LoadScene("GeneralRoom"); }