// Called from Dialogue System after end of day dialogue public void EndDay() { UIEvents.FadeToBlack(); UIEvents.ToggleDialogueUI(false); Invoke("NextDay", 3f); }
// Called from Dialogue System after beginning day dialogue public void DialogueEnded() { UIEvents.StartTimer(); UIEvents.ToggleDialogueUI(false); FreezeGame = false; DayStarted = true; }
public void StartDialogue(int day, bool beginning) { Message[] mesasges = beginning ? days[day - 1].dayBeginning : days[day - 1].dayEnding; foreach (Message m in mesasges) { messagesQueue.Enqueue(m); } UIEvents.ToggleDialogueUI(true); StartCoroutine(NextMessage(beginning)); }
public void StartDay() { if (day <= maxDays) { SoundManager.Instance.PlayAlarm(); TimeUntilNewRequest = RequestTimes[day - 1]; LevelTime = LevelTimes[day - 1]; sanity = maxSanity; UIEvents.ToggleDialogueUI(true); DialogueSystem.Instance.StartDialogue(day, true); FreezeGame = true; } else { Debug.Log("win"); SoundManager.Instance.PlayWin(); uiManager.ActivateGoodEnd(); } }