// Use this for initialization void Start() { if(!PlayerPrefs.HasKey("Terror Nights Slept")) { PlayerPrefs.SetInt("Terror Nights Slept", 0); } _nightTerrorNightsSlept = PlayerPrefs.GetInt("Terror Nights Slept"); _am = transform.GetComponent<ActionsManager>(); _character = GameObject.Find("Character").GetComponent<Character>(); FirstPlay = CheckFirstPlay(); if(FirstPlay) { Debug.Log("Setting hint wait time to 2."); _am.SetHintWaitTime(2); } if(PlayerPrefs.GetInt("Games Played") == 3) { NightTerrorState = true; } // During a night terror. if (NightTerrorState) { Debug.Log("Terror Night Event Active!"); // Saves current emotional state temporarily. if (_savedState == false) { _tempEmotionalStateValue = _character.GetEmotionalStateValue(); _savedState = true; } switch (_nightTerrorNightsSlept) { // First Night // Set hint time to 5 and character state to terror if it's the first night terror event night. case 0: Debug.Log("First night of terror!"); if (_am.HintWaitTime != 5) { _am.SetHintWaitTime(5); } _character.SetEmotionalStateValue(10); break; // Second Night case 1: Debug.Log("Second night of terror!"); if (_am.HintWaitTime != 5) { _am.SetHintWaitTime(5); } break; // Third Night case 2: Debug.Log("Third night of terror!"); if (_am.HintWaitTime != 5) { _am.SetHintWaitTime(5); } break; // End the night terror event here. case 3: Debug.Log("Ending night of terror!"); if (_am.HintWaitTime != 5) { _am.SetHintWaitTime(5); } SetNightTerrorState(false); ResetNightTerrorSlept(); _character.SetEmotionalStateValue(120f); break; default: if (_am.HintWaitTime != 5) { Debug.Log("DEFAULT CASE:"); Debug.Log("Nights slept: " + _nightTerrorNightsSlept + ". Setting Hint timer to: 5."); _am.SetHintWaitTime(5); } _character.SetEmotionalStateValue(_tempEmotionalStateValue); NightTerrorState = false; break; } } else { if(!FirstPlay) { _am.SetHintWaitTime(5); } SetNightTerrorSlept(0); CheckForRandomNightTerrorEvent(); } }