Gehirn erfolgreich eingeschaltet 👍👍👍
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@ -227,6 +227,7 @@ GameObject:
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m_Component:
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- component: {fileID: 283529458}
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- component: {fileID: 283529457}
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- component: {fileID: 283529459}
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m_Layer: 0
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m_Name: Game Manager
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m_TagString: Untagged
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@ -243,13 +244,14 @@ MonoBehaviour:
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m_GameObject: {fileID: 283529456}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 54747ffb706c8df4bbb0c0ca3e60a560, type: 3}
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m_Script: {fileID: 11500000, guid: 4c31bfd8f0f10f540b73de81aac6d46c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_baseGameDurationSeconds: 600
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_currentEfficiency: 0
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_remainingGameDurationSeconds: 0
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_developers: []
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_currentEfficiency: 0
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_developers:
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- {fileID: 283529459}
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--- !u!4 &283529458
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Transform:
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m_ObjectHideFlags: 0
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@ -265,6 +267,18 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &283529459
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 283529456}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 6dcc72027d5c35441a351fdb5140b0f8, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &1737307722
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GameObject:
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m_ObjectHideFlags: 0
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@ -8,4 +8,9 @@ public class Developer : MonoBehaviour
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/// Gibt die Effizienz des Entwicklers in Prozent zurück.
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/// </summary>
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public float Efficiency => 1.0f;
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public void UpdateEfficiency()
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{
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// TODO: Implement
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}
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}
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@ -9,24 +9,21 @@ public class GameManager : MonoBehaviour
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public static GameManager Instance { get; private set; }
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[SerializeField]
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private double _gameProgress = 0.0;
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private double _baseGameDurationSeconds = 10.0 * 60.0;
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[SerializeField]
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private double _baseGameDurationSeconds = 10.0 * 60.0;
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private double _remainingGameDurationSeconds = 0.0;
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[SerializeField, ShowOnly]
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private double _currentEfficiency = 0.0;
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[SerializeField, ShowOnly]
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private double _remainingGameDurationSeconds = 0.0;
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[SerializeField]
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private List<Developer> _developers = new();
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/// <summary>
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/// Wie weit das Spiel bereits fortgeschritten ist.
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/// Wie weit das Spiel bereits fortgeschritten ist, in Prozent.
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/// </summary>
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public double GameProgress => _gameProgress;
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public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _baseGameDurationSeconds);
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/// <summary>
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/// Wie Effizient das Team derzeit arbeitet.
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@ -36,17 +33,7 @@ public class GameManager : MonoBehaviour
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/// <summary>
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/// Wie viele Sekunden das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
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/// </summary>
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public double RemainingGameDurationSeconds => _remainingGameDurationSeconds;
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/// <summary>
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/// Wie lange das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
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/// </summary>
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public TimeSpan RemainingGameDuration => TimeSpan.FromSeconds(_remainingGameDurationSeconds);
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/// <summary>
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/// Wie lange voraussichtlich das gesamte Spiel dauern wird.
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/// </summary>
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public double ExpectedTotalGameSeconds => 0.0;
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public double ExpectedRemainingGameDuration => _remainingGameDurationSeconds / _currentEfficiency;
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private void Awake()
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{
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@ -59,9 +46,16 @@ public class GameManager : MonoBehaviour
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Debug.LogError("GameManager already exists. Deleting duplicate.");
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Destroy(gameObject);
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}
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InvokeRepeating(nameof(UpdateProgress), 0.0f, 1.0f);
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}
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void Update()
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private void Start()
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{
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_remainingGameDurationSeconds = _baseGameDurationSeconds;
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}
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void UpdateProgress()
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{
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UpdateEfficiency();
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UpdateGameDuration();
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@ -69,13 +63,20 @@ public class GameManager : MonoBehaviour
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void UpdateEfficiency()
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{
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_currentEfficiency = _developers.Sum(d => d.Efficiency);
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double developerEfficiency = 0.0f;
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foreach (Developer developer in _developers)
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{
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developer.UpdateEfficiency();
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developerEfficiency += developer.Efficiency;
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}
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_currentEfficiency = developerEfficiency;
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}
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void UpdateGameDuration()
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{
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double baseSecondsLeft = _baseGameDurationSeconds * (1.0 - GameProgress);
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_remainingGameDurationSeconds = baseSecondsLeft / _currentEfficiency;
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// Entwickler Effizienz ist im Grunde wie viele Entwicklersekunden wir pro Sekunde verrichten können.
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_remainingGameDurationSeconds -= _currentEfficiency;
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}
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}
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