public void AlterTime() { //Debug.Log(CurrentTimeBlock); Hour += CurrentTimeBlock; if (Hour >= 24) { Hour -= 24; NewDay(); } if (DrainEnergy) { Self.IncrementWellbeingStat(Personality.Wellbeing.Fatigue, 10 * CurrentTimeBlock); } Self.IncrementWellbeingStat(Personality.Wellbeing.Depression, 1 * CurrentTimeBlock); Space.DispatchEvent(Events.StatChange); DrainEnergy = false; CurrentTimeBlock = 0; Space.DispatchEvent(Events.TimeChange); }