示例#1
0
 public void PowerDeduct(Attribution.Attributes attr, int amount)
 {
     if (attr == Attribution.Attributes.Finance)
     {
         PL_Finance -= amount;
     }
     if (attr == Attribution.Attributes.HR)
     {
         PL_HR -= amount;
     }
     if (attr == Attribution.Attributes.IT)
     {
         PL_IT -= amount;
     }
     if (attr == Attribution.Attributes.Janitorial)
     {
         PL_Janitorial -= amount;
     }
     if (attr == Attribution.Attributes.Marketing)
     {
         PL_Marketing -= amount;
     }
     if (attr == Attribution.Attributes.Overseas)
     {
         PL_Overseas -= amount;
     }
     if (attr == Attribution.Attributes.Security)
     {
         PL_Security -= amount;
     }
 }
示例#2
0
 public void PowerBoost(Attribution.Attributes attr, int amount)
 {
     if (attr == Attribution.Attributes.Finance)
     {
         PL_Finance += amount;
     }
     if (attr == Attribution.Attributes.HR)
     {
         PL_HR += amount;
     }
     if (attr == Attribution.Attributes.IT)
     {
         PL_IT += amount;
     }
     if (attr == Attribution.Attributes.Janitorial)
     {
         PL_Janitorial += amount;
     }
     if (attr == Attribution.Attributes.Marketing)
     {
         PL_Marketing += amount;
     }
     if (attr == Attribution.Attributes.Overseas)
     {
         PL_Overseas += amount;
     }
     if (attr == Attribution.Attributes.Security)
     {
         PL_Security += amount;
     }
 }
示例#3
0
    void CheckFinished()
    {
        if (Quest_Finish)
        {
            if (!BL_secondFlag)
            {
                if (UsingDoor)
                {
                    OpenDoor.instance.QuestEnded = false;
                }
                EndDaySummary.instance.tasksCount++;
                EndDaySummary.instance.QuestCompleted(name, GO_belongsTo, IN_motivationAmount, Quest_Fail);
                BL_secondFlag = true;
            }

            if (BL_Boost)
            {
                Attribution.Attributes Type = GO_belongsTo.GetComponent <Attribution>().myAttribute;

                if (!Quest_Fail)
                {
                    GameManager.instance.PowerBoost(Type, IN_motivationAmount);
                }

                DayCycle.instance.FL_actionPointsUsed += IN_actionPointWeight;
                BL_Boost = false;
            }

            foreach (Step step in Steps)
            {
                step.complete = false;
                step.active   = false;
            }

            step_tracker = 0;

            if (Repeatable)
            {
                Quest_Finish = false;
                Quest_Fail   = false;
            }
        }
    }