akadoc/Assets/scripts/DayController.cs

118 lines
2.2 KiB
C#

using UnityEngine;
using System.Collections;
public class DayController : MonoBehaviour {
public Animator machine;
public int maxDay;
public int maxNight;
public int maxKilling;
float timer;
int maxDiscussion;
int maxAccusation;
int dayNb;
//appel de Window Chat
GameObject chatWindowScroll;
ChatWindow chatWindow;
//appel de CreateScrollList
GameObject createScrollListObject;
CreateScrollList createScrollList;
//appel de ManaStack
GameObject manaStackObject;
ManaStack manaStack;
// Use this for initialization
void Start() {
//calcul des différent timing.
machine.SetInteger("day_status", 0);
maxDiscussion = (int) maxDay / 2;
maxAccusation = maxDay - maxDiscussion;
//appel de Window Chat
chatWindowScroll = GameObject.Find("ChatWindowScroll");
chatWindow = chatWindowScroll.GetComponent<ChatWindow> ();
//appel de CreateScrollList
createScrollListObject = GameObject.Find("log_controller");
createScrollList = createScrollListObject.GetComponent<CreateScrollList> ();
//appel de ManaStack
manaStackObject = GameObject.Find("mana_controller");
manaStack = manaStackObject.GetComponent<ManaStack> ();
dayNb = 1;
chatWindow.writeDay(dayNb);
manaStack.addDaily(dayNb);
}
// Update is called once per frame
void Update() {
//DISUCSSION
if(machine.GetInteger("day_status") == 0) {
if(timer >= (float)maxDiscussion) {
machine.SetInteger("day_status", 1);
print("Accusation!");
createScrollList.writeNotification("Denoncez-vous, pauvres fous!!!");
}
else {
timer += Time.deltaTime;
}
}
//ACCUSATION
if(machine.GetInteger("day_status") == 1) {
if(timer >= (float)maxDay) {
machine.SetInteger("day_status", 3);
print("il fait nuit!");
timer = 0;
}
else {
timer += Time.deltaTime;
}
}
//NUIT
if(machine.GetInteger("day_status") == 3) {
if(timer >= (float)maxNight) {
machine.SetInteger("day_status", 0);
timer = 0;
dayNb ++;
chatWindow.writeDay(dayNb);
manaStack.addDaily(dayNb);
print("le jour se lève, discutez!");
}
else {
timer += Time.deltaTime;
}
}
}
public int getDay() {return dayNb;}
}