private void UpdateFatiguedDriversUI() { float oldVal = numFatiguedDriversSlider.value; numFatiguedDriversSlider.value = Percentage.GetReversePercentage(gameManager.NumFatiguedDrivers, gameManager.NumFatiguedDriversThreshold, oldVal); numFatiguedDriversText.text = string.Format("{0}/{1}", gameManager.NumFatiguedDrivers, gameManager.NumFatiguedDriversThreshold); if (oldVal != numFatiguedDriversSlider.value) { StartCoroutine(notifyNumFatigued_Instance.DoFlash(notificationTime)); Vector2 alarmPos = Camera.main.ScreenToWorldPoint(GameObject.Find("Alarm - Fatigued").transform.position); GameObject alarm = Instantiate(gameManager.FatigueWarningSFX, alarmPos, Quaternion.identity); alarm.GetComponent <SFX_Randomizer>().Duration = notificationTime; } }
private void ManageTimer() { //ready up for departure if (!isDeparting && isArriving) { GenerateDepartureTime(); sliderTimer.value = Percentage.GetReversePercentage(currentDepartureDelay - Time.time, departureTime, sliderTimer.value); textTimer.text = string.Format("Departing in {0:0.00}s", currentDepartureDelay - Time.time); } //ready up for arrival else if (!isArriving && isDeparting) { GenerateArrivalTime(); sliderTimer.value = 0; textTimer.text = ""; //sliderTimer.value = Percentage.GetPercentage(currentArrivalTimeDelay - Time.time, arrivalTime, sliderTimer.value); //textTimer.text = string.Format("Arriving in {0:0.00}s", currentArrivalTimeDelay - Time.time); } }