private static void OnNewGame(NewGameEvent e) { ShuffleNames(ref maleNamesByLanguage); ShuffleNames(ref femaleNamesByLanguage); maleIndex = 0; femaleIndex = 0; }
void OnNewGame(NewGameEvent e) { if (headshots != null && headshots.Count > 0) { foreach (RenderTexture texture in headshots.Values) { texture.Release(); Destroy(texture); } } headshots = new Dictionary <string, RenderTexture>(); }
private void OnNewGame(NewGameEvent e) { CityModel.CurrentCity = PrefabDictionary.GetRandomStartCity(); // TODO: setup base SurvivorModel.Initialise(); SurvivorGenerator.GenerateInitialSurvivors(); Timer.CreateTimer(gameObject, 0.05f, () => { EventSystem.Publish(new ModelsInitialisedEvent(false)); }); }
private void OnNewGame(NewGameEvent e) { DifficultyLevel = e.Difficulty; }
void OnNewGame(NewGameEvent e) { CurrentState = GameState.Morning; EventSystem.Publish(new DayPeriodUpdatedEvent()); }