IEnumerator DayCycle()
    {
        int numberchild = content.childCount;

        while (numberchild > 0)
        {
            if (inEdit == false)
            {
                TimeLineButtons firstChild = content.GetChild(0).GetComponent <TimeLineButtons>();
                if (firstChild)
                {
                    float minuteDuration         = (firstChild.myaction.duration * timeProgressBar) / GameManager.GetInstance().debugSpeedyTime;
                    ModelActions.ActionType type = firstChild.myaction.actionType;
                    AnimationManager.GetInstance().SetActionAnimation(type, firstChild.myaction.animationCode);
                    //TODO: Pausar a barra, apra reiniciar quando for para a edição.
                    StartCoroutine(firstChild.BarProgress(minuteDuration));
                    //Debug.Log(firstChild.daylistRef);
                    yield return(new WaitForSeconds(minuteDuration));

                    Destroy(content.GetChild(0).gameObject);
                    GameManagerTimeline.GetInstance().RemoveActionInList(0);
                    FinishAction(firstChild);
                }
                //TODO: Colocar o numero de vezes que a ação foi usada
                numberchild -= 1;
            }
            yield return(null);
        }
        AddNewDay();
        TutorialFase();
        if (GameManager.GetInstance().MaxDaysGame > GameManager.GetInstance().TotalDay)
        {
            yield return(new WaitForSeconds(1f));

            NavigationManager.GetInstance().ToggleLiderBoard();
        }
        else
        {
            GameManager.GetInstance().StartGameOver();
            yield return(new WaitForSeconds(1f));

            NavigationManager.GetInstance().ToggleLiderBoard();
        }
    }
Пример #2
0
    public void SetActionAnimation(ModelActions.ActionType actionType, string subAnimation = "")
    {
        ModelActions.ActionType aninToSet = actionType;
        TurnOffScenaries();
        SetQuadsMove(0f);

        switch (aninToSet)
        {
        case ModelActions.ActionType.Sleep:
        {
            restScene.SetActive(true);
            SetNight();
            player.SetTrigger("Rest");
            break;
        }

        case ModelActions.ActionType.Sports:
        {
            if (StressManager.esporteEstressada)
            {
                player.SetTrigger("StressRun");
                SetQuadsMove(0.3f);
                StressManager.esporteEstressada = false;
            }
            else
            {
                player.SetTrigger("Run");
                SetQuadsMove(0.3f);
            }

            break;
        }

        case ModelActions.ActionType.Fun:
        {
            funScene.SetActive(true);
            player.SetTrigger("Fun");
            break;
        }

        case ModelActions.ActionType.Career:
        {
            careerScene.SetActive(true);
            player.SetTrigger("Career");
            break;
        }

        case ModelActions.ActionType.Health:
        {
            healthScene.SetActive(true);
            player.SetTrigger("Health");
            break;
        }

        case ModelActions.ActionType.Feed:
        {
            feedScene.SetActive(true);
            if (StressManager.alimentacaoEstressada == true)
            {
                player.SetTrigger("StressedFeed");
                StressManager.alimentacaoEstressada = false;
            }
            else
            {
                player.SetTrigger("Feed");
            }
            break;
        }

        case ModelActions.ActionType.Schedule:
        {
            player.SetTrigger("Walk");
            SetQuadsMove(0.1f);
            break;
        }

        case ModelActions.ActionType.Challenger:
        {
            if (subAnimation != "")
            {
                switch (subAnimation)
                {
                case "Des_VizinhoBarulhento":
                    restScene.SetActive(true);
                    SetNight();
                    player.SetTrigger("Des_VizinhoBarulhento");
                    break;

                case "Des_Transito":
                    player.SetTrigger("Des_Transito");
                    break;

                case "Des_Preguica":
                    lazyScene.SetActive(true);
                    player.SetTrigger("Des_Preguica");
                    break;

                case "Des_Chuva":
                    SetRain();
                    SetNight();
                    player.SetTrigger("Des_Chuva");
                    break;
                }
            }
            break;
        }
        }
    }