GameVsJam/3d Prototyp/Assets/Scripts/GameManager.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
public class GameManager : MonoBehaviour
{
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public static GameManager Instance { get; private set; }
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[SerializeField]
private double _gameProgress = 0.0;
[SerializeField]
private double _baseGameDurationSeconds = 10.0 * 60.0;
[SerializeField, ShowOnly]
private double _currentEfficiency = 0.0;
[SerializeField, ShowOnly]
private double _remainingGameDurationSeconds = 0.0;
[SerializeField]
private List<Developer> _developers = new();
/// <summary>
/// Wie weit das Spiel bereits fortgeschritten ist.
/// </summary>
public double GameProgress => _gameProgress;
/// <summary>
/// Wie Effizient das Team derzeit arbeitet.
/// </summary>
public double CurrentEfficiency => _currentEfficiency;
/// <summary>
/// Wie viele Sekunden das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
/// </summary>
public double RemainingGameDurationSeconds => _remainingGameDurationSeconds;
/// <summary>
/// Wie lange das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
/// </summary>
public TimeSpan RemainingGameDuration => TimeSpan.FromSeconds(_remainingGameDurationSeconds);
/// <summary>
/// Wie lange voraussichtlich das gesamte Spiel dauern wird.
/// </summary>
public double ExpectedTotalGameSeconds => 0.0;
private void Awake()
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{
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if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogError("GameManager already exists. Deleting duplicate.");
Destroy(gameObject);
}
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}
void Update()
{
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UpdateEfficiency();
UpdateGameDuration();
}
void UpdateEfficiency()
{
_currentEfficiency = _developers.Sum(d => d.Efficiency);
}
void UpdateGameDuration()
{
double baseSecondsLeft = _baseGameDurationSeconds * (1.0 - GameProgress);
_remainingGameDurationSeconds = baseSecondsLeft / _currentEfficiency;
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}
}