using UnityEngine; using System.Collections; public class EnviroEvents : MonoBehaviour { [System.Serializable] public class EnviroActionEvent : UnityEngine.Events.UnityEvent { } //[Header("Time Events")] public EnviroActionEvent onHourPassedActions = new EnviroActionEvent(); public EnviroActionEvent onDayPassedActions = new EnviroActionEvent(); public EnviroActionEvent onYearPassedActions = new EnviroActionEvent(); public EnviroActionEvent onWeatherChangedActions = new EnviroActionEvent(); public EnviroActionEvent onSeasonChangedActions = new EnviroActionEvent(); public EnviroActionEvent onNightActions = new EnviroActionEvent(); public EnviroActionEvent onDayActions = new EnviroActionEvent(); public EnviroActionEvent onZoneChangedActions = new EnviroActionEvent(); void Start () { EnviroSkyMgr.instance.OnHourPassed += () => HourPassed (); EnviroSkyMgr.instance.OnDayPassed += () => DayPassed (); EnviroSkyMgr.instance.OnYearPassed += () => YearPassed (); EnviroSkyMgr.instance.OnWeatherChanged += (EnviroWeatherPreset type) => WeatherChanged (); EnviroSkyMgr.instance.OnSeasonChanged += (EnviroSeasons.Seasons season) => SeasonsChanged (); EnviroSkyMgr.instance.OnNightTime += () => NightTime (); EnviroSkyMgr.instance.OnDayTime += () => DayTime (); EnviroSkyMgr.instance.OnZoneChanged += (EnviroZone zone) => ZoneChanged (); } private void HourPassed() { onHourPassedActions.Invoke(); } private void DayPassed() { onDayPassedActions.Invoke(); } private void YearPassed() { onYearPassedActions.Invoke(); } private void WeatherChanged() { onWeatherChangedActions.Invoke(); } private void SeasonsChanged() { onSeasonChangedActions.Invoke(); } private void NightTime() { onNightActions.Invoke (); } private void DayTime() { onDayActions.Invoke (); } private void ZoneChanged() { onZoneChangedActions.Invoke (); } }