/// <summary> /// Update is called once per frame. /// Check timer and change airQuality. Reset timer afterwards. /// Only affects airQuality if tree has water and is able to spend the costs. /// </summary> protected override void Update() { base.Update(); timer -= Time.deltaTime; if (timer <= 0) { if (GetInteractableType() == InteractableType.SPROUT && amountWater >= 1) { ChangeAirQuality(airQualityImpactAsSprout); } else if (GetInteractableType() == InteractableType.TREE && amountWater >= 1) { ChangeAirQuality(airQualityImpactAsTree); } ResetTimer(CountdownTimer.GetCountdownInSec()); } ChangeScaleOfTree(); DistinguishSproutOrTree(); }
/// <summary> /// Start timer with central CountdownTimer value. /// </summary> void Start() { ResetTimer(CountdownTimer.GetCountdownInSec()); SetInteractableType(InteractableType.SPROUT); }
/// <summary> /// Start timer with central CountdownTimer value. /// Spawns villagers of the house. /// </summary> void Start() { ResetTimer(CountdownTimer.GetCountdownInSec()); SpawnVillagers(); }