public static void AdjustWaterSupplyToWater() { if (IgnoreChanges) { return; } WATER.Update(); Inventory inventory = GameManager.GetInventoryComponent(); if (inventory == null) { return; } var nonPotableWaterSupply = inventory.GetNonPotableWaterSupply(); if (nonPotableWaterSupply != null) { nonPotableWaterSupply.m_WaterSupply.m_VolumeInLiters = WATER.ActualNonPotable; } var potableWaterSupply = inventory.GetPotableWaterSupply(); if (potableWaterSupply != null) { potableWaterSupply.m_WaterSupply.m_VolumeInLiters = WATER.ActualPotable; } }
//Readjusts the "game" potable water supply to match the "actual" amount of water held in containers by the player public static void AdjustWaterSupplyToWater() { if (IgnoreChanges) { return; } //Updates all the variables including ActualNonPotable and ActualPotable WATER.Update(); Inventory inventory = GameManager.GetInventoryComponent(); if (inventory == null) { return; } var nonPotableWaterSupply = inventory.GetNonPotableWaterSupply(); if (nonPotableWaterSupply != null) { //sets the "game" nonpotable water supply to match the "actual" amount of nonpotable water held in containers by the player nonPotableWaterSupply.m_WaterSupply.m_VolumeInLiters = WATER.ActualNonPotable; } var potableWaterSupply = inventory.GetPotableWaterSupply(); if (potableWaterSupply != null) { //sets the "game" potable water supply to match the "actual" amount of potable water held in containers by the player potableWaterSupply.m_WaterSupply.m_VolumeInLiters = WATER.ActualPotable; } }