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; } }
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; } }