/// <summary> /// Called by the weather system once it has calculated weather data. /// </summary> /// <param name="weather">The current weather system instance.</param> private void WeatherSystem_WeatherCalculated(WeatherSystem weather) { hasUpdatedWeather = true; switch (weather.GetCurrentWeather) { case Weather.Clear: // Clear currentDaySheet = Resources.LoadAll <Sprite>(Global.SpritesheetResourcePath + clearDay.name); break; case Weather.Precipitation: // Precipitation if (GameClock.Instance.GetSeason == Seasons.Winter) { currentDaySheet = Resources.LoadAll <Sprite>(Global.SpritesheetResourcePath + snowyDay.name); } else { currentDaySheet = Resources.LoadAll <Sprite>(Global.SpritesheetResourcePath + rainyDay.name); } break; case Weather.Stormy: // Stormy currentDaySheet = Resources.LoadAll <Sprite>(Global.SpritesheetResourcePath + stormyDay.name); break; case Weather.Windy: // Windy currentDaySheet = Resources.LoadAll <Sprite>(Global.SpritesheetResourcePath + windyDay.name); break; } UpdateImage(); }
private void OnDestroy() { if (Instance == this) { _Instance = null; GameClock.NewSeason -= GameClock_NewSeason; GameClock.DayStart -= GameClock_DayStart; } }
private void Awake() { if (Instance == null) { _Instance = this; GameClock.NewSeason += GameClock_NewSeason; GameClock.DayStart += GameClock_DayStart; } else { Destroy(this); } }