private IEnumerator NextDayCountdown() { while (Application.isPlaying) { yield return(new WaitForSeconds(weekdayDuration)); if (isSunday) { // add beginning of sunday values Debug.Log("It's Sunday"); yield return(new WaitForSeconds(sundayDuration)); isSunday = false; // add end of the sunday values sliders.SetBurnoutSlider(sliders.GetBurnoutValue() + burnoutChangeValue); sliders.SetMoodSlider(sliders.GetMoodValue() - moodChangeValue); } else { // weekday } GameEvents.instance.NextDayEvent(); } }
private IEnumerator PlayGameLoop() { while (Application.isPlaying) { if (isSunday) { // add beginning of sunday values clockText.text = "2:00"; // idea? code for future: early game we start with small amount of visitors, // but late game a lot of visitors. // calculate visitor NPC values for today // enable members spawner.ActivateMembers(); // this if statement checks if we have more than the visitor cap. if we do, dont add visitors. if (addVisitorAmount + visitorCountLastWeek <= maxVisitorAmount) { addVisitorAmount += visitorCountLastWeek; } for (int i = 0; i < addVisitorAmount; i++) { GameObject visitor = spawner.GetVisitorNPC(); if (visitor == null) { visitor = spawner.PoolMoreNPCs(); } } List <GameObject> newMembers = spawner.CalculateVisitorSunday(); foreach (GameObject newMember in newMembers) { Debug.Log(newMember.name + " has become a Member!"); newMember.GetComponent <NPC>().BecomeMember(); } // change member and visitors lists // input of 1 is returns visitor list, input of 2 returns member list visitorListText.text = spawner.NPCListToString(1); memberListText.text = spawner.NPCListToString(2); StartCoroutine(Tithe()); Debug.Log("It's Sunday"); yield return(new WaitForSeconds(sundayDuration)); isSunday = false; // add end of the sunday values sliders.SetBurnoutSlider(sliders.GetBurnoutValue() + burnoutChangeValue); sliders.SetMoodSlider(sliders.GetMoodValue() - moodChangeValue); visitorCountLastWeek = addVisitorAmount; spawner.DeactivateAll(); yield return(new WaitForSeconds(1f)); } else { // weekday counter = 0f; clockText.text = "Weekday..."; clockTime = clockStart; divideNum = counterAdd; yield return(new WaitForSeconds(weekdayDuration)); } GameEvents.instance.NextDayEvent(); } }