예제 #1
0
 public static void DecreaseFitness(SEAttributes player) // When SE eats
 {
     if (player.Fitness > 0)
     {
         player.Fitness -= 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #2
0
 public static void DecreaseHunger(SEAttributes player) // When SE eats
 {
     if (player.Hunger < 100)
     {
         player.Hunger += 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #3
0
 public static void IncreaseFitness(SEAttributes player) // When SE eats
 {
     if (player.Fitness < 100)
     {
         player.Fitness += 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #4
0
 public static void IncreaseHunger(SEAttributes player) // SE gets more hungry over time
 {
     if (player.Hunger > 0)
     {
         player.Hunger -= 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #5
0
 public static void IncreaseMood(SEAttributes player) // SE gets happier when using entertainment
 {
     if (player.Mood < 100)
     {
         player.Mood += 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #6
0
 public static void DecreaseTired(SEAttributes player) // SE gets less tired
 {
     if (player.Tired < 100)
     {
         player.Tired += 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #7
0
 public static void DecreaseMood(SEAttributes player) // SE gets more sad when working
 {
     if (player.Mood > 0)
     {
         player.Mood -= 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #8
0
 public static void IncreaseTired(SEAttributes player) // SE gets more tired over time
 {
     if (player.Tired > 0)
     {
         player.Tired -= 1;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #9
0
 public static void Rest(SEAttributes player) // SE sleeps and is not tired
 {
     if (player.Tired <= 90)
     {
         player.Tired += 10;
     }
     else if (player.Tired > 90)
     {
         player.Tired = 100;
     }
     SaveSEAttributes.SavePlayer(player);
 }
예제 #10
0
 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         playerInRange = false;
         buttonBox.SetActive(false);
         dialogBox.SetActive(false);
         SEAttributes player = SaveSEAttributes.LoadPlayer();
         player.currState = "";
         SaveSEAttributes.SavePlayer(player);
     }
 }
예제 #11
0
    public void SelectTv()
    {
        SEAttributes player = SaveSEAttributes.LoadPlayer();

        player.currState = "entertainment";
        SaveSEAttributes.SavePlayer(player);
        if (dialogBox.activeInHierarchy)
        {
            dialogBox.SetActive(false);
        }
        else
        {
            dialogBox.SetActive(true);
        }
        dialog.text = "You are now playing Wii..";
    }
예제 #12
0
    public void SelectSleep()
    {
        SEAttributes player = SaveSEAttributes.LoadPlayer();

        player.currState = "sleeping";
        SaveSEAttributes.SavePlayer(player);
        if (dialogBox.activeInHierarchy)
        {
            dialogBox.SetActive(false);
        }
        else
        {
            dialogBox.SetActive(true);
        }
        dialog.text = "You are now sleeping..";
    }
예제 #13
0
    public void CreatePlayer()
    {
        playerName               = inputField.GetComponent <Text>().text;
        newPlayer.PlayerName     = playerName;
        newPlayer.PlayerGender   = playerGender;
        newPlayer.PlayerAge      = 15;
        newPlayer.Mood           = 100;
        newPlayer.Hunger         = 100;
        newPlayer.Tired          = 100;
        newPlayer.Fitness        = 100;
        newPlayer.PlayerCurrency = 5.00;
        newPlayer.currState      = "";
        newPlayer.StartTime      = System.DateTime.Now;
        SaveSEAttributes.SavePlayer(newPlayer);

        // Testing
        newPlayer = SaveSEAttributes.LoadPlayer();
        Debug.Log(newPlayer.PlayerName + newPlayer.PlayerGender + newPlayer.PlayerAge + newPlayer.PlayerCurrency);

        SceneManager.LoadScene("GeneralRoom");
    }
예제 #14
0
 public static void AdjustCurrency(SEAttributes player, double deltaCurrency) // When money is earned (+) or spent (-)
 {
     player.PlayerCurrency += deltaCurrency;
     SaveSEAttributes.SavePlayer(player);
 }
예제 #15
0
    public static void TimeEvent(int gameMinutes, SEAttributes player)
    {
        if (gameMinutes % 7 == 0 && gameMinutes != prevtime) // In ~ 12 hours (1 day), their hunger, tiredness and fitness will be at 0
        {
            for (int i = 0; i >= 0; i -= 15)
            {
                SEAttributesController.IncreaseTired(player);
                SEAttributesController.DecreaseFitness(player);
            }

            SEAttributesController.IncreaseHunger(player);
            SEAttributesController.DecreaseMood(player);

            if (alt)
            {
                if (AddItem.isTree)
                {
                    SEAttributesController.IncreaseMood(player);
                    SEAttributesController.DecreaseHunger(player);
                }
                if (AddItem.isPlant)
                {
                    SEAttributesController.IncreaseMood(player);
                }
            }
            alt = !alt;
        }
        if (player.currState != "" && gameMinutes % 4 == 0 && gameMinutes != prevtime)
        {
            if (player.currState == "entertainment")
            {
                SEAttributesController.IncreaseMood(player);
                if (gameMinutes % 2 == 0 && ChangeTv.upgrade)
                {
                    SEAttributesController.IncreaseMood(player);
                }
            }

            else if (player.currState == "working")
            {
                SEAttributesController.DecreaseMood(player);
                if (gameMinutes % 2 == 0)
                {
                    SEAttributesController.IncreaseTired(player);
                    if (gameMinutes % (6 - ChangeChair.upgrade) == 0)
                    {
                        SEAttributesController.DecreaseTired(player);
                    }
                }
            }

            else if (player.currState == "exercising")
            {
                SEAttributesController.IncreaseFitness(player);
                UnityEngine.Debug.Log("happening");
                if (AddItem.isTread && gameMinutes % 2 == 0)
                {
                    SEAttributesController.IncreaseFitness(player);
                }
            }

            else if (player.currState == "sleeping")
            {
                SEAttributesController.Rest(player);
                SEAttributesController.IncreaseMood(player);
            }
        }
        //UnityEngine.Debug.Log(gameMinutes);
        if (gameMinutes % 25 == 0 && gameMinutes != prevtime)
        {
            //factor = ((double)player.Mood + player.Hunger + player.Tired + player.Fitness)/400;
            player.PlayerAge = player.PlayerAge + 1;
            SaveSEAttributes.SavePlayer(player);
            //UnityEngine.Debug.Log("worked" + player.PlayerAge);
            //UnityEngine.Debug.Log(factor);
        }
        prevtime = gameMinutes;
        CheckDeath(player);
    }
예제 #16
0
    public void SelectSave()
    {
        SEAttributes player = SaveSEAttributes.LoadPlayer();

        SaveSEAttributes.SavePlayer(player);
    }