public void newGame() { if (updateSeed && prefabIndex % 3 == 0) { seed++; } Random.InitState(seed); AudioController.GetSource("/Audio/GenericButton").Play(); StartCoroutine(AudioController.FadeOut(AudioController.GetSource("/Audio/MenuLoop"), 0.1f)); currentLoopIndex = prefabIndex + 1; StartCoroutine(AudioController.FadeIn(AudioController.GetSource("/Audio/InGameLoop" + currentLoopIndex), 0.1f)); if (boardInstance != null) { Destroy(boardInstance); } WeatheredTile.ClearWeatherEffect(); boardInstance = Instantiate(boardPrefabs[prefabIndex]); prefabIndex = (prefabIndex + 1) % boardPrefabs.Count; turn = -1; ui.setTurnNumberText(0, numberOfTurns); ui.showGameEnd(false); ui.showMenu(false); ui.showGameUI(true); ui.showNextTurnButton(false); ui.showBeginButton(true); }
public void nextTurn() { WeatheredTile.ClearWeatherEffect(); turn++; var weather = boardInstance.GetComponentInChildren <WeatherControl>(true); if (turn == 0) { weather.StartForecasting(); // Hide numbers { var go = GameObject.Find("NumberTilemap"); go.SetActive(false); } // Show Burn { var go = GameObject.Find("BuildingsTilemap"); go.GetComponent <Tilemap>().color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } } if (turn >= 0 && turn < numberOfTurns) { ui.setTurnNumberText(turn, numberOfTurns); } if (turn >= numberOfTurns) { ui.showGameEnd(true); ui.showMenu(false); ui.showGameUI(false); } else { weather.Step(); var refresher = boardInstance.GetComponentInChildren <TilemapRefresher>(true); refresher.Step(); } }