示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (letter10.isComplete && !audioSource.isPlaying && !yesDisabled && player.GetDay() == 4)
        {
            yesDisabled       = true;
            yesButton.enabled = false;
            blocker.SetActive(true);
            StartCoroutine(WaitForDialogue(dialogues[0]));
        }

        if (player.GetDay() == 5 && !day5)
        {
            day5 = true;
            bossImage.SetActive(true);
            yesButton.enabled   = false;
            clockButton.enabled = false;
            StartCoroutine(WaitForDialogue(dialogues[1]));
        }

        if (dialogues[1].isComplete && !herLetter.isComplete)
        {
            bossImage.SetActive(false);
        }

        if (manager.currSentence == dialogues[1].sentences[2])
        {
            envelope.SetActive(true);
        }

        if (herLetter.isComplete && closeButton.gameObject.activeInHierarchy == false && !hers)
        {
            hers = true;
            bossImage.GetComponent <Image>().sprite = evelyn;
            bossImage.SetActive(true);
            StartCoroutine(WaitForDialogue(dialogues[2]));
        }

        if (dialogues[2].isComplete && !gameEnd)
        {
            gameEnd = true;
            fader.FadeToLevel(4);
        }
    }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        day = player.GetDay();
        if (day == 0)
        {
            dayText.text = "Training Day Complete";
        }
        else
        {
            dayText.text = "Day " + day + " Complete";
        }
        totEarnings     = player.GetMoney();
        dayEarnings     = player.GetMoney() - player.GetPrevMoney();
        currTotEarnings = player.GetPrevMoney();

        dayText.gameObject.SetActive(false);
        dayEarningsText.gameObject.SetActive(false);
        totEarningsText.gameObject.SetActive(false);
        dayEarningsNum.gameObject.SetActive(false);
        totEarningsNum.gameObject.SetActive(false);
        clickToContinue.gameObject.SetActive(false);
    }