public Weather() { currentStormType = StormType.Tranquil; perciptation = 0f; timeSinceLastStorm = 0f; temperature = 70; }
public Cloud() { LightningChance = 0.0f; MaxRainDrops = 0; RainDrops = null; TypeofStorm = StormType.RainStorm; }
public void OnWatered(StormType storm) { // Bail if already watered or if there is no bad effects from miswatering if (isWatered) { return; } if (storm == requiredStorm) { // Hide the dry stuff foreach (GameObject go in dryVisuals) { go.SetActive(false); } // Show the wet stuff foreach (GameObject go in wetVisuals) { go.SetActive(true); } // Award score GameManager.Instance.AddScore(pointValue); // Prevent further interaction isWatered = true; } else if (System.Array.IndexOf(damagingStorms, storm) != -1) { // Hide the dry stuff foreach (GameObject go in dryVisuals) { go.SetActive(false); } // Show the damaged stuff foreach (GameObject go in damagedVisuals) { go.SetActive(true); } // Deal damage GameManager.Instance.LoseHealth(); // Prevent further interaction isWatered = true; } }
public Cloud() { MaxRainDrops = 0; RainDrops = null; TypeofStorm = StormType.RainStorm; }
public Storm() { IsInitialized = false; TypeofStorm = StormType.RainStorm; }
public void IslandInit(StormType storm) { requiredStorm = storm; }