public void SetAlarmSeason(TDCEnum.EGameSeason s) { this.season = s; this.completed = false; alarmFlag |= 1 << 2; }
void Update() { if (m_Active == false) { this.gameObject.SetActive(false); return; } m_Tick = Time.deltaTime * m_Speed; m_Timer += m_Tick; Hour = m_Hour = m_Timer / m_SecondPerHour; DeltaTime = m_Tick; var day = m_HourPerDay * m_Day + m_Hour; var nextDay = m_HourPerDay * (m_Day + 1); if (day > nextDay) { m_Day ++; m_Timer = 0f; m_Hour = 0f; m_DayText.text = "Day " + (m_Day + 1).ToString(); DayFix = (int)m_Day % m_DayPerSeason; } m_Season = (TDCEnum.EGameSeason)(((m_Day / m_DayPerSeason) + m_CurrentSeason) % m_SeasonCount); Season = m_Season; for (int i = 0; i < m_AlarmClocks.Count; i++) { if (m_AlarmClocks[i].AlarmComplete ((int) m_Hour, (int) m_Day, m_Season)) { if (m_AlarmClocks[i].Repeat == false) { m_AlarmClocks.RemoveAt (i); m_AlarmClocks.TrimExcess(); } } } var timeMoisture = (Time.time + m_OffsetTimeMoisture) / m_Speed; var timeTemperature = (Time.time + m_OffsetTimeHeat) / m_Speed; Moisture = ((MaxMoisture - MinMoisture) * Mathf.PerlinNoise(timeMoisture , timeMoisture)) + MinMoisture; Temperature = ((MaxTemperature - MinTemperature) * Mathf.PerlinNoise(timeTemperature, timeTemperature)) + MinTemperature; }