예제 #1
0
    public void ContinueToNextDay()
    {
        EndStates endState = gameOverCheck.CheckEndOfDay();

        switch (endState)
        {
        case EndStates.NoFood:
            playerInfo.currState = EndStates.NoFood;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoHouse:
            playerInfo.currState = EndStates.NoHouse;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoTax:
            playerInfo.currState = EndStates.NoTax;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoMoney:
            playerInfo.currState = EndStates.NoMoney;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.TooManyStrikes:
            playerInfo.currState = EndStates.TooManyStrikes;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.KidDies:
            playerInfo.currState = EndStates.KidDies;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.DataBreach:
            playerInfo.currState = EndStates.DataBreach;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.Conspiring:
            playerInfo.currState = EndStates.Conspiring;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.FalseInfo:
            playerInfo.currState = EndStates.FalseInfo;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.None:
            //TODO: Change this
            playerInfo.ResetPlayer();
            StartCoroutine(transitionManager.TransitionScene("Day2"));
            break;
        }
    }
예제 #2
0
    public void ContinueToNextDay()
    {
        EndStates endState = gameOverCheck.CheckEndOfDay();

        if (playerInfo.dataBreachCount >= 2)
        {
            endState = EndStates.DataBreach;
        }
        switch (endState)
        {
        case EndStates.NoFood:
            playerInfo.currState = EndStates.NoFood;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoHouse:
            playerInfo.currState = EndStates.NoHouse;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoTax:
            playerInfo.currState = EndStates.NoTax;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.NoMoney:
            playerInfo.currState = EndStates.NoMoney;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.TooManyStrikes:
            playerInfo.currState = EndStates.TooManyStrikes;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.KidDies:
            playerInfo.currState = EndStates.KidDies;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.DataBreach:
            playerInfo.currState = EndStates.DataBreach;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.Conspiring:
            playerInfo.currState = EndStates.Conspiring;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.FalseInfo:
            playerInfo.currState = EndStates.FalseInfo;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.Dabbnapping:
            playerInfo.currState = EndStates.Dabbnapping;
            StartCoroutine(transitionManager.TransitionScene("BadEnd"));
            break;

        case EndStates.None:
            //TODO: Change this
            playerInfo.ResetPlayer();
            switch (gameButton.CurrDay)
            {
            case 1:
                StartCoroutine(transitionManager.TransitionScene("Day2"));
                break;

            case 2:
                StartCoroutine(transitionManager.TransitionScene("Day3"));
                break;

            case 3:
                StartCoroutine(transitionManager.TransitionScene("Day4"));
                break;

            case 4:
                StartCoroutine(transitionManager.TransitionScene("Day5"));
                break;

            case 5:
                StartCoroutine(transitionManager.TransitionScene("Day6"));
                break;

            case 6:
                StartCoroutine(transitionManager.TransitionScene("Day7"));
                break;

            case 7:
                StartCoroutine(transitionManager.TransitionScene("End"));
                break;

            default:
                StartCoroutine(transitionManager.TransitionScene("MainMenu"));
                break;
            }

            break;
        }
    }