IEnumerator newGenerationForCities() { foreach (GameObject g in cityObjects) { CityBehaviour cb = g.GetComponent <CityBehaviour>(); cb.newGeneration(); } dayCounter++; setDayText(); yield return(new WaitForSeconds(1)); StartCoroutine(newGenerationForCities()); }
public void setCityAspect() { if (remedialSelected) { Debug.Log("ASPECT SET"); GameObject city = GameObject.FindGameObjectWithTag(cityTag); CityBehaviour cb = city.GetComponent <CityBehaviour>(); switch (remedialIdentifier) { case 0: cb.modHunters(); break; case 1: cb.modIncome(); break; case 2: cb.modUnrest(); break; case 3: cb.modTierOne(); break; case 4: cb.modTierTwo(); break; case 5: cb.modTierThree(); break; } remedialSelected = false; } else { } }