void Update() { //If the player is standing at the site of a low-tier activity, and a high-tier activity appears there, reset the Computer Display to //reflect this new activity, but reset the "activity selectors", so they don't suddenly accept a high-tier event at the same moment //that they click the "Commence" button //Hopefully I won't even need this, as the high-tier activity should be chosen when entering the map scene, and only "deleted" when //the sun comes up, at which point they return to the hideout anyway. Still, for now it can serve my testing purposes if (MapSceneManager.highTierActSet && MapSceneManager.currentLocation == MapSceneManager.mapLoc && compDisplay.activity.color != Color.yellow) { if (myHighTierActivity != null && myHighTierActivity != "" && myHighTierActivity != "Blank") { NightHighTierManager.isHighTierActivityHere = true; NightHighTierManager.SetHTCrimeRates(myHighTierActivity, isEventHappeningHere, gangName, myLandmark); compDisplay.UpdateCompUI(); } } }