using System.Collections; using System.Collections.Generic; using UnityEngine; namespace PolyPerfect { public class WanderManager : MonoBehaviour { [SerializeField] private bool peaceTime; public bool PeaceTime { get { return peaceTime; } set { SwitchPeaceTime(value); } } private static WanderManager instance; public static WanderManager Instance { get { return instance; } } private void Awake() { if (instance != null && instance != this) { Destroy(gameObject); Debug.LogError("Two Wander Managers were found in the scene, Make sure there is only ever one!"); return; } instance = this; } private void Start() { StopAllCoroutines(); if (peaceTime) { Debug.Log("AnimalManager: Peacetime is enabled, all animals are non-agressive."); SwitchPeaceTime(true); } } public void SwitchPeaceTime(bool enabled) { if (enabled == peaceTime) { return; } peaceTime = enabled; Debug.Log(string.Format("AnimalManager: Peace time is now {0}.", enabled ? "On" : "Off")); foreach (WanderScript animal in WanderScript.AllAnimals) { animal.SetPeaceTime(enabled); } } public void Nuke() { foreach (WanderScript animal in WanderScript.AllAnimals) { animal.Die(); } } } }