// Use this for initialization void Start() { dialogScript = GameObject.Find(EventDialogScript.EventDialogName).GetComponent <EventDialogScript>(); dialogScript.QueueEvent(new InstructionEventScript()); notificationScript = GameObject.Find(NotificationDialogScript.NotificationDialogName).GetComponent <NotificationDialogScript>(); TotalGameTimePassed = 0; CurrentTimeInMonth = 0; CurrentTimeInYear = 0; DeltaTime = 0; Paused = false; // Instruction event will keep game paused otherwise when it launches on startup }
// Update is called once per frame void Update() { if (TimeManager.TotalGameTimePassed > TimeUntilEventsStart) { // Turn on events after a year has passed EventsEnabled = true; } if (EventsEnabled && !dialog.DialogOpen) { float value = Random.Range(0.0f, 10.0f); // Only trial income random events if no dialog is open if (IncomeManager.CurrentIncomeLevel != IncomeManager.IncomeLevel.kExcellent) { if (value > 9.998f) { dialog.QueueEvent(new SalaryIncreasedEventScript()); } } else if (IncomeManager.CurrentIncomeLevel != IncomeManager.IncomeLevel.kLow) { if (value > 9.998f) { dialog.QueueEvent(new SalaryDecreasedEventScript()); } } // Recreate a new value here - want the chances of fighting to break out to be independent of other events occuring // If we use the same old value, income level change event occurring will prevent this one from occurring value = Random.Range(0.0f, 10.0f); if (value > 9.997f) { dialog.QueueEvent(new FightingBreaksOutEventScript()); } } }
private void MidYear() { dialogScript.QueueEvent(new PayBillsEventScript()); midYearReached = true; }