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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine.UI;
- public class GameManager : MonoBehaviour {
- //begining stats for the player that can be inherited from other classes
- public static float esteem = 0;
- public static float satisfaction = 0;
- public static float risk = 0;
- public static bool std = false;
- public static float gameOverTimer = 300f;
- public static float RandTimer = 5f;
- public static float money = 25f;
- public static float timeFactor;
- public static bool isPaused = false;
- //Checks to prompt a question if the conditions of time and location are met.
- public static bool activateBarQuestion;
- public static bool activateClinicQuestion;
- public static bool activateResturantQuestion;
- public static bool activateClubQuestion;
- public static bool activateFountainQuestion;
- public static bool activateParkQuestion;
- public static bool activateSecurityQuestion;
- public static bool activateLibraryQuestion;
- public static bool activateMenQuestion;
- public static bool activateWomenQuestion;
- public static bool activateFratSoroityQuestion;
- public static bool activateApartmentsQuestion;
- public static bool activateBookStoreQuestion;
- public static bool activateCafeteriaQuestion;
- public static bool activateCampusServicesQuestion;
- public static bool activateCoffeeShopQuestion;
- void Start()
- {
- timeFactor = 1;
- Time.timeScale = timeFactor;
- }
- //makes sure esteem, risk, and satisfaction do not go beyond 100 or below 0
- void Update()
- {
- if(esteem >= 100)
- {
- esteem = 100;
- }
- if (risk >= 100)
- {
- risk = 100;
- }
- if (satisfaction >= 100)
- {
- satisfaction = 100;
- }
- if (esteem <= 0)
- {
- esteem = 0;
- }
- if (risk <= 0)
- {
- risk = 0;
- }
- if (satisfaction <= 0)
- {
- satisfaction = 0;
- }
- }
- }
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