Пример #1
0
    public void UncontrolledEvent()
    {
        int eventNum = 0;

        do
        {
            eventNum = UnityEngine.Random.Range(0, uncontrolledEvents.Count);
        } while (uncontrolledEventUsed[eventNum] == true);

        uncontrolledEventUsed[eventNum] = true;
        currentUncontrolledEvent        = uncontrolledEvents[eventNum];
        UIController.UpdateUncontrolledEventInformation();
    }
Пример #2
0
    [SerializeField] private List <UncontrolledEvent> uncontrolledEvents = new List <UncontrolledEvent>(); //Events which the user has no decision over and can only accept

    private void Start()
    {
        //Sets the target game framerate
        Application.targetFrameRate = 45;

        currentCash              = 0;
        currentMood              = 0;
        currentStudyHours        = 0;
        currentDay               = 0;
        currentDate              = System.DateTime.Now;
        currentMonth             = currentDate.ToString("MMMM");
        currentEvent             = null;
        currentUncontrolledEvent = null;
        showingSummary           = false;
        showingUncontrolledEvent = false;

        //Finds a reference to UI Controller and button click audio source
        UIController           = FindObjectOfType <UIController>();
        playerPerformance      = FindObjectOfType <PlayerPerformance>();
        buttonClickAudioSource = GetComponent <AudioSource>();

        //Set up variables for first startup
        SetUpStats();
        SetUpIncome();
        SetUpDebits();

        //Sets up the pool of events to be used in-game
        BuildEventsList();

        //Select a random event from the list of events
        currentEvent = currentEvents[0];

        //Update game UI with startup information
        UIController.UpdateDateText();
        UIController.UpdateEventInformation();
        UIController.UpdateAllStatsText();
    }