public void exitShop() { // PlayerPrefs.SetInt ("MoneyAmount", moneyAmount); SEAttributesController.AdjustCurrency(player, -player.PlayerCurrency); SEAttributesController.AdjustCurrency(player, moneyAmount); for (int i = 0; i < amount; i++) { SEAttributesController.DecreaseHunger(player); } SceneManager.LoadScene("GeneralRoom"); }
public static void TimeEvent(int gameMinutes, SEAttributes player) { if (gameMinutes % 7 == 0 && gameMinutes != prevtime) // In ~ 12 hours (1 day), their hunger, tiredness and fitness will be at 0 { for (int i = 0; i >= 0; i -= 15) { SEAttributesController.IncreaseTired(player); SEAttributesController.DecreaseFitness(player); } SEAttributesController.IncreaseHunger(player); SEAttributesController.DecreaseMood(player); if (alt) { if (AddItem.isTree) { SEAttributesController.IncreaseMood(player); SEAttributesController.DecreaseHunger(player); } if (AddItem.isPlant) { SEAttributesController.IncreaseMood(player); } } alt = !alt; } if (player.currState != "" && gameMinutes % 4 == 0 && gameMinutes != prevtime) { if (player.currState == "entertainment") { SEAttributesController.IncreaseMood(player); if (gameMinutes % 2 == 0 && ChangeTv.upgrade) { SEAttributesController.IncreaseMood(player); } } else if (player.currState == "working") { SEAttributesController.DecreaseMood(player); if (gameMinutes % 2 == 0) { SEAttributesController.IncreaseTired(player); if (gameMinutes % (6 - ChangeChair.upgrade) == 0) { SEAttributesController.DecreaseTired(player); } } } else if (player.currState == "exercising") { SEAttributesController.IncreaseFitness(player); UnityEngine.Debug.Log("happening"); if (AddItem.isTread && gameMinutes % 2 == 0) { SEAttributesController.IncreaseFitness(player); } } else if (player.currState == "sleeping") { SEAttributesController.Rest(player); SEAttributesController.IncreaseMood(player); } } //UnityEngine.Debug.Log(gameMinutes); if (gameMinutes % 25 == 0 && gameMinutes != prevtime) { //factor = ((double)player.Mood + player.Hunger + player.Tired + player.Fitness)/400; player.PlayerAge = player.PlayerAge + 1; SaveSEAttributes.SavePlayer(player); //UnityEngine.Debug.Log("worked" + player.PlayerAge); //UnityEngine.Debug.Log(factor); } prevtime = gameMinutes; CheckDeath(player); }