public void AddStory() { story++; Stories[story].SetActive(true); Roof.transform.position = Stories[story].transform.position + new Vector3(0, 2.0625f, 0); if (story > 0) { CommuneToControllerBridge bridgeScript = GetComponentInParent <CommuneToControllerBridge>(); if (bridgeScript != null) { bridgeScript.SummonDialogueBubble("Everyone's hard work has made the house bigger!"); } CommuneToControllerBridge.Instance.CurrentMaxPeople = CommuneToControllerBridge.Instance.MaxPeopleBuildingUpgradeStages[story]; } }
void Start() { if (CityScene == null || CommuneScene == null) { Debug.LogError("ERROR: City Scene Prefab or Commune Scene Prefab have not been set!"); } else { CityBridge = CityScene.GetComponentInChildren <CityToControllerBridge>(); CommuneBridge = CommuneScene.GetComponentInChildren <CommuneToControllerBridge>(); CityBridge.RegisterSceneController(this); CommuneBridge.RegisterSceneController(this); RequestStateChange(GameStates.COMMUNE, true); Cursor.lockState = CursorLockMode.Locked; } if (DialogueBubbleCanvas == null || DialogueBubblePrefab == null) { Debug.LogError("Dialogue bubble setup in main scene not correct. Please fix."); } }
private void Awake() { Instance = this; }
void Update() { text.text = CommuneToControllerBridge.GetCurrentCommuneNPCs() + "/" + CommuneToControllerBridge.Instance.CurrentMaxPeople; }
public void PlayerEnteredCity() { // Reset/respawn crowds & player pos? GameObject crowdManager = transform.Find("CrowdManager").gameObject; if (crowdManager != null) { crowdManager.GetComponent <CrowdManager>().RefreshCrowd(); } //Set commune variables GameObject collectionHandler = transform.Find("CollectionScript").gameObject; if (collectionHandler != null) { collectionHandler.GetComponent <CityCollectionHandler>().ResetNumbers(); collectionHandler.GetComponent <CityCollectionHandler>().SetCommuneVariables(CommuneToControllerBridge.GetCurrentCommuneNPCs(), CommuneToControllerBridge.Instance.CurrentMaxPeople); } }