private void NextDayStep() { TimeUtilities.ExecuteAfterDelay(() => { NextDayStep(); }, 2.5f, this); CurrentDay++; OnNextDay(); StartCoroutine(SunRotateRoutine(true)); }
private void NextDayStep() { if (m_QuestsToAssign.Count != 0) { QuestInstance nextQuest = m_QuestsToAssign[m_QuestsToAssign.Count - 1]; m_QuestsToAssign.Remove(nextQuest); QuestDetailsWindow.Instance.OpenWindow(nextQuest, QuestDetailsWindowMode.HERO_SELECT); m_CurrentDayStep++; return; } while (m_ActiveQuestsToUpdate.Count != 0) { QuestInstance activeQuest = m_ActiveQuestsToUpdate[m_ActiveQuestsToUpdate.Count - 1]; activeQuest.DaysLeftOnQuest--; m_ActiveQuestsToUpdate.Remove(activeQuest); if (activeQuest.DaysLeftOnQuest <= 0) { QuestDetailsWindow.Instance.OpenWindow(activeQuest, QuestDetailsWindowMode.COMPLETED); activeQuest.CompleteQuest(QuestManager.ActiveQuests[activeQuest]); m_CurrentDayStep++; return; } } if (m_CurrentDayStep == 0) { nothingToReportUI.SetActive(true); TimeUtilities.ExecuteAfterDelay(() => { nothingToReportUI.SetActive(false); NextDayStep(); }, 2.5f, this); m_CurrentDayStep++; return; } CurrentDay++; OnNextDay(); QuestManager.PostedQuests = UpdateQuestTimeLimits(QuestManager.PostedQuests, 0); QuestManager.Requests = UpdateQuestTimeLimits(QuestManager.Requests, 0); InventoryManager.Gold -= 4; StartCoroutine(SunRotateRoutine(true)); NightFadeUI.Instance.Disable(() => { }); QuestDetailsWindow.Instance.OnWindowClose -= NextDayStep; }