IEnumerator ProcessDayEnd() { DaytimeManager.PauseDaytime(); if (Days > 0) { yield return(new WaitWhile(() => { return custCount > 0; })); if (selected != null) { DeselectAll(); } stockAnimator.Play("Closed"); gameFaderAnim.Play("FadeIn"); yield return(new WaitForSeconds(1f)); EndDayManager.ShowEndDayPanel(); gameFaderAnim.Play("FadeOut"); } else { stockAnimator.Play("Closed"); EndDayManager.ShowEndDayPanel(); } }
// Use this for initialization void Start() { instance = this; time = new System.DateTime(2017, 12, 31, startHour, 0, 0, System.DateTimeKind.Utc); lightTransform.rotation = Quaternion.Euler((startHour - 6) * 15f, lightTransform.rotation.y, lightTransform.rotation.z); GameManager.OnGameEnd += GameManager_OnGameEnd; }
private void Awake() { _airportManager = GetComponent <AirportManager>(); _planeManager = GetComponent <PlaneManager>(); _uiManager = GetComponent <UiManager>(); _daytimeManager = GetComponent <DaytimeManager>(); _passengerManager = GetComponent <PassengerManager>(); _upgradeManager = GetComponent <UpgradeManager>(); }
IEnumerator StartDay(GameObject panel) { gameFaderAnim.Play("FadeIn"); yield return(new WaitForSeconds(1f)); panel.SetActive(false); gameFaderAnim.Play("FadeOut"); yield return(new WaitForSeconds(1f)); instance.canSpawnCustomer = true; DaytimeManager.UnpauseDaytime(); }
public static void NextDay(bool isDay, GameObject panel = null) { if (isDay) { instance.StartCoroutine(instance.StartDay(panel)); } else { Days++; DaytimeManager.AdvanceTimeTo(8); OnNextDay?.Invoke(); } }
private void Awake() { _gameloopManager = GetComponent <GameloopManager>(); _daytimeManager = GetComponent <DaytimeManager>(); _planeManager = GetComponent <PlaneManager>(); _airportManager = GetComponent <AirportManager>(); _upgradeManager = GetComponent <UpgradeManager>(); _camera = Camera.main; _cameraController = _camera.GetComponent <CameraController>(); StoreCamera(); _unlockButton.gameObject.SetActive(_cameraController.lockRotation); _lockButton.gameObject.SetActive(!_cameraController.lockRotation); _pathEffect = new PathEffect(_pathTessellation); _preserveColor = _preserveAlphaPanel.color; }
private void GameManager_OnGameEnd() { instance = null; GameManager.OnGameEnd -= GameManager_OnGameEnd; }