More betterer Time tracking and basic Win/Lose check
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@ -1,14 +1,16 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using Utility;
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public class GameManager : MonoBehaviourSingleton<GameManager>
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public partial class GameManager : MonoBehaviourSingleton<GameManager>
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{
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[SerializeField] private Difficulty _difficulty = Difficulty.Medium;
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[SerializeField]
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private double _baseGameDurationSeconds = 10.0 * 60.0;
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private double _totalGameDurationSeconds;
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[SerializeField]
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private double _remainingGameDurationSeconds = 0.0;
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@ -22,10 +24,12 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
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[SerializeField]
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private MultiFalsableBool _gameRunning = new(false);
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public Difficulty Difficulty => _difficulty;
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/// <summary>
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/// Wie weit das Spiel bereits fortgeschritten ist.
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/// </summary>
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public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _baseGameDurationSeconds);
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public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _totalGameDurationSeconds);
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/// <summary>
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/// Wie Effizient das Team derzeit arbeitet.
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@ -51,8 +55,12 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
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[ContextMenu("Start Game")]
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private void StartGame()
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{
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_remainingGameDurationSeconds = _baseGameDurationSeconds;
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TimeManager.Instance.Init();
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_totalGameDurationSeconds = TimeManager.Instance.CalculateActualDeveloperTime(_difficulty);
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_remainingGameDurationSeconds = _totalGameDurationSeconds;
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ResumeGame();
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}
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@ -84,8 +92,41 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
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{
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UpdateEfficiency();
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UpdateGameDuration();
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CheckGameEndConditions();
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}
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private void CheckGameEndConditions()
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{
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if (_remainingGameDurationSeconds <= 0.0)
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{
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EndGame(EndGameCondition.Win_GamePublished);
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}
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else if (_developers.Count == 0)
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{
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EndGame(EndGameCondition.Lose_NoDevelopersLeft);
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}
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else if (TimeManager.Instance.MissedDeadline)
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{
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EndGame(EndGameCondition.Lose_DeadlineMissed);
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}
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}
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private void EndGame(EndGameCondition endGameCondition)
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{
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if (endGameCondition.IsWin())
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{
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Debug.Log("You won!");
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}
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else if (endGameCondition.IsLose())
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{
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Debug.Log("You lost!");
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}
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Debug.Log(endGameCondition.GetEndGameMessage());
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PauseGame();
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}
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void UpdateEfficiency()
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{
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double developerEfficiency = 0.0f;
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@ -1,5 +1,6 @@
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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Utility;
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public class TimeManager : MonoBehaviourSingleton<TimeManager>
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@ -10,32 +11,61 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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[SerializeField]
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private double _secondsPerDay = 48;
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[SerializeField]
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private double _dayTime = 0.0;
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[FormerlySerializedAs("_dayTime")] [SerializeField]
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private double _totalTime = 0.0;
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[SerializeField] private Light _sun;
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[SerializeField]
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private Weekday _currentWeekday;
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private DateTime _startDate;
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private DateTime _deadline;
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public int DaysLeft => _daysUntilRelease;
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public double DayTime => _dayTime;
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public Weekday CurrentWeekday => _currentWeekday;
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public TimeSpan TimeOfDay
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{
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get
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{
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double hour = _dayTime * 24.0;
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double minute = hour * 60;
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double seconds = minute * 60;
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return new TimeSpan((int)Math.Floor(hour), (int)Math.Floor(minute % 60), (int)Math.Floor(seconds % 60));
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}
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}
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public TimeSpan TimeOfDay => CurrentDate.TimeOfDay;
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/// <summary>
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/// Das Datum zu dem das Spiel begonnen hat.
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/// </summary>
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public DateTime StartDate => _startDate;
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/// <summary>
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/// Das aktuelle Datum und Uhrzeit im Spiel.
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/// </summary>
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public DateTime CurrentDate => _startDate.AddDays(_totalTime);
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/// <summary>
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/// Die Deadline des Spiels.
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/// </summary>
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public DateTime Deadline => _deadline;
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/// <summary>
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/// Gibt true zurück, wenn die Deadline verpasst wurde.
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/// </summary>
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public bool MissedDeadline => CurrentDate > Deadline;
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[SerializeField, ShowOnly]
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private string stringgy;
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public void Init()
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{
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_startDate = new DateTime(2024, 4, 2, 12, 0, 0);
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_deadline = _startDate.AddDays(_daysUntilRelease);
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}
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/// <summary>
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/// Berechnet die (real life) Sekunden, die die Entwickler bei 100% Effizienz benötigen um das Spiel bei gegebener Schwierigkeit zu entwickeln.
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/// </summary>
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public double CalculateActualDeveloperTime(Difficulty difficulty)
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{
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DifficultySettings settings = difficulty.GetSettings();
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return _daysUntilRelease * _secondsPerDay / settings.DaysUntilReleaseFactor;
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}
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void Update()
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{
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@ -48,11 +78,11 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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void UpdateTime()
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{
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_dayTime += Time.deltaTime / _secondsPerDay;
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_totalTime += Time.deltaTime / _secondsPerDay;
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if (_dayTime >= 1.0)
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if (_totalTime >= 1.0)
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{
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_dayTime -= 1.0;
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_totalTime -= 1.0;
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_daysUntilRelease--;
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_currentWeekday = _currentWeekday.GetNext();
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}
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@ -62,6 +92,8 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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private void UpdateSun()
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{
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_sun.transform.rotation = Quaternion.Euler(new Vector3(Mathf.LerpAngle(-90, 60, (float)Math.Sin(_dayTime * Math.PI)), (float)(_dayTime * 360.0), 0));
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float currentTime = (float)TimeOfDay.TotalDays;
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_sun.transform.rotation = Quaternion.Euler(new Vector3(Mathf.LerpAngle(-90, 60, (float)Math.Sin(currentTime * Math.PI)), (float)(currentTime * 360.0), 0));
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}
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}
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@ -0,0 +1,68 @@
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using System;
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namespace Utility
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{
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public enum Difficulty
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{
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Easy,
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Medium,
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Hard
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}
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public abstract class DifficultySettings
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{
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public Difficulty Difficulty { get; protected set; }
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/// <summary>
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/// Faktor, wie viel mehr Zeit man halt als die Entwickler bei 100% effizienz benötigen.
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/// </summary>
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public double DaysUntilReleaseFactor { get; protected set; }
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}
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public class EasyDifficulty : DifficultySettings
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{
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public EasyDifficulty()
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{
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Difficulty = Difficulty.Easy;
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DaysUntilReleaseFactor = 2.0;
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}
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}
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public class MediumDifficulty : DifficultySettings
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{
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public MediumDifficulty()
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{
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Difficulty = Difficulty.Medium;
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DaysUntilReleaseFactor = 1.5;
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}
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}
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public class HardDifficulty : DifficultySettings
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{
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public HardDifficulty()
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{
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Difficulty = Difficulty.Hard;
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DaysUntilReleaseFactor = 1.0;
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}
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}
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public static class DifficultyExtensions
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{
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public static DifficultySettings GetSettings(this Difficulty difficulty) => difficulty switch
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{
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Difficulty.Easy => new EasyDifficulty(),
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Difficulty.Medium => new MediumDifficulty(),
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Difficulty.Hard => new HardDifficulty(),
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_ => throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null)
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};
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public static string GetName(this Difficulty difficulty) =>
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difficulty switch
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{
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Difficulty.Easy => "Entspannt",
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Difficulty.Medium => "Normal",
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Difficulty.Hard => "Stressig",
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_ => "Unbekannt"
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};
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 9d5811ffae894b2ea0b1a25dbd30ec9f
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timeCreated: 1712259095
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@ -0,0 +1,33 @@
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using System;
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namespace Utility
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{
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[Flags]
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public enum EndGameCondition
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{
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Win = 0x01,
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Lose = 0x02,
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Win_GamePublished = Win | 0x04,
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Lose_NoDevelopersLeft = Lose | 0x08,
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Lose_DeadlineMissed = Lose | 0x10
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}
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public static class EndGameConditionExtension
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{
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public static bool IsWin(this EndGameCondition endGameCondition) =>
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endGameCondition.HasFlag(EndGameCondition.Win);
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public static bool IsLose(this EndGameCondition endGameCondition) =>
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endGameCondition.HasFlag(EndGameCondition.Lose);
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public static string GetEndGameMessage(this EndGameCondition endGameCondition) =>
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endGameCondition switch
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{
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EndGameCondition.Win_GamePublished => "Dein Spiel wurde erfolgreich veröffentlicht!",
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EndGameCondition.Lose_NoDevelopersLeft => "Oh nein, alle deine Entwickler sind weg!",
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EndGameCondition.Lose_DeadlineMissed => "Oh nein, du hast die Deadline verpasst!",
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_ => throw new ArgumentOutOfRangeException(nameof(endGameCondition), endGameCondition, null)
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};
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}
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}
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fileFormatVersion: 2
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guid: ad1840e1e170446a86caf0e316b19b54
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timeCreated: 1712261399
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@ -25,5 +25,20 @@
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/// <param name="days">Die Anzahl an Tagen, die vergehen sollen.</param>
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public static Weekday GetFutureDay(this Weekday current, int days) =>
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(Weekday)(((int)current + days) % 7);
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/// <summary>
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/// Gibt den deutschen Namen des Wochentags zurück.
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/// </summary>
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public static string GetName(this Weekday weekday) => weekday switch
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{
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Weekday.Monday => "Montag",
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Weekday.Tuesday => "Dienstag",
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Weekday.Wednesday => "Mittwoch",
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Weekday.Thursday => "Donnerstag",
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Weekday.Friday => "Freitag",
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Weekday.Saturday => "Samstag",
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Weekday.Sunday => "Sonntag",
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_ => "Unbekannt"
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};
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Utility;
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public class TerribleUiController : MonoBehaviour
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{
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[SerializeField]
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private TextMeshProUGUI _weekdayText;
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[SerializeField]
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private TextMeshProUGUI _dayTimeText;
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[SerializeField]
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private TextMeshProUGUI _progressText;
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[SerializeField]
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private TextMeshProUGUI _startDateText;
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[SerializeField]
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private TextMeshProUGUI _deadlineText;
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[SerializeField]
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private TextMeshProUGUI _currentDateText;
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[SerializeField]
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private TextMeshProUGUI _daysLeftText;
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void Update()
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{
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_weekdayText.text = TimeManager.Instance.CurrentWeekday.GetName();
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_dayTimeText.text = $"Day Time: {TimeManager.Instance.TimeOfDay:h\\:mm\\:ss}";
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_progressText.text = $"Progress: {(GameManager.Instance.GameProgress * 100.0):F3}%";
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_startDateText.text = $"Start Date: {TimeManager.Instance.StartDate}";
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_currentDateText.text = $"Current Date: {TimeManager.Instance.CurrentDate}";
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_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline}";
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_daysLeftText.text = $"Days left: {TimeManager.Instance.DaysLeft}";
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}
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}
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fileFormatVersion: 2
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guid: 7c4408689a1cdac4f86c298d6e6bae3a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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