IEnumerator Do() { doing = true; sfx.Play(); float fadeSecs = 1.0f; float hangSecs = 1.0f; float amount = (255f / (50f * fadeSecs)) / 255f; for (int i = 0; i < 50 * fadeSecs; i++) { for (int j = 0; j < tornadoes.Length; j++) { Color c = tornadoes[j].GetComponent <SpriteRenderer>().color; c.a += amount; Debug.Log(c.a); tornadoes[j].GetComponent <SpriteRenderer>().color = c; tornadoes[j].GetComponent <SpriteRenderer>().UpdateGIMaterials(); } yield return(new WaitForFixedUpdate()); } for (int i = 0; i < 50 * hangSecs; i++) { yield return(new WaitForFixedUpdate()); } for (int i = 0; i < 50 * fadeSecs; i++) { for (int j = 0; j < tornadoes.Length; j++) { Color c = tornadoes[j].GetComponent <SpriteRenderer>().color; c.a -= amount; Debug.Log(c.a); tornadoes[j].GetComponent <SpriteRenderer>().color = c; } yield return(new WaitForFixedUpdate()); } GainLossEffect gle = GameObject.Find("Player").GetComponent <GainLossEffect>(); gle.Handle(1.0f, 0.9f); // force red money text effect gle.loss_sfx.Play(); // force loss sound effect MainValues.money = 0.5f * MainValues.money; sfx.Stop(); doing = false; }
public static void Year() { float money_before = money; // Do citizen taxes float tax_amount = tax_rate * citizen_wealth; money += tax_amount; citizen_wealth -= tax_amount; citizen_wealth = Mathf.Max(0.0f, citizen_wealth); // Educate citizens citizen_smarts += education / 5.0f; // Give rest of gov money government_wealth += government_salaries; money -= government_salaries; money = Mathf.Max(0.0f, money); // Take out spent money money -= education + military; money = Mathf.Max(0.0f, money); // Foreign relations float foreign_result = 2f * outside_agitation_value * (((military_base - military) / military_base) / 100.0f); if (foreign_result > 0.0f) { outside_agitation *= Mathf.Min(5.0f, EndData.year / 4.0f); } outside_agitation += foreign_result; outside_agitation = Mathf.Max(0.0f, outside_agitation); outside_agitation = Mathf.Min(1.0f, outside_agitation); float money_after = money; GainLossEffect gle = GameObject.Find("Player").GetComponent <GainLossEffect>(); gle.Handle(money_before, money_after); }