private void Update() { if (secondsTillSunrise < 0) { if (!sunRose) { sunRose = true; OnSunRise?.Invoke(); } return; } secondsTillSunrise -= Time.deltaTime; if (!halfwaAlerted) { if (secondsTillSunrise < maxSecondsTillSunrise / 2) { HUDController.Alert("I've made it halfway through the night.", 10f); halfwaAlerted = true; } } if (!sunriseSoonAlerted) { if (secondsTillSunrise < sunriseSoonAlertSeconds) { HUDController.Alert("Sunrise is soon, I have to keep the fire for a little longer.", 10f); sunriseSoonAlerted = true; } } }
public void TryTakeItem(GameObject item) { //safeguard so we won;t pick item twice accidentally //TODO: refactor: the item should have picked up property and it should have picking up logic, not inventory if (item == lastTakenItem) { return; } if (woodCarrying < maxCapacity) { //mark so we won't accidentally pick it up twice lastTakenItem = item; woodCarrying++; Destroy(item); print($"Picked up wood. Current wood: {woodCarrying}"); HUDController.Alert("Picked up some wood. Can use it to light a torch or feed the campfire.", 6f); pickupSourceSound.Play(); if (woodCarrying >= maxCapacity) { HUDController.Alert("Backpack is full, I have to find my way back to the campfire.", 10f); } } else { HUDController.Alert("Cannot carry any more wood. Have to find my way back to the campfire"); } }
public void Feed(int seconds) { secondsLeftToBurn += seconds; if (secondsLeftToBurn > maxSecondsToBurn) { secondsLeftToBurn = maxSecondsToBurn; } fadingLight.secondsToFadeOut = secondsLeftToBurn; fadingLight.Reignite(); print($"Fed the fire. {secondsLeftToBurn} seconds left"); HUDController.Alert("Fed the bonfire with all the wood I've found.", 6f); if (secondsLeftToBurn > alertAtSeconds) { //reset alert alertRaised = false; } }
public void Update() { if (secondsLeftToBurn < 0) { if (!burnedDown) { burnedDown = true; onBurnedDown?.Invoke(); } } else { secondsLeftToBurn -= Time.deltaTime; if (secondsLeftToBurn <= alertAtSeconds && !alertRaised) { HUDController.Alert("Campfire will go out soon. I need to feed it with some wood.", 6f); alertRaised = true; } } }
private void Awake() { instance = this; }