GameVsJam/3d Prototyp/Assets/Scripts/Utility/Difficulty.cs

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using System;
namespace Utility
{
public enum Difficulty
{
Easy,
Medium,
Hard
}
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[Serializable]
public abstract class DifficultySettings
{
public Difficulty Difficulty { get; protected set; }
/// <summary>
/// Faktor, wie viel mehr Zeit man halt als die Entwickler bei 100% effizienz benötigen.
/// </summary>
public double DaysUntilReleaseFactor { get; protected set; }
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public double CaffeineDrainScaling { get; protected set; }
public double HungerDrainScaling { get; protected set; }
public double UrinationDrainScaling { get; protected set; }
public double HappinessDrainScaling { get; protected set; }
}
public class EasyDifficulty : DifficultySettings
{
public EasyDifficulty()
{
Difficulty = Difficulty.Easy;
DaysUntilReleaseFactor = 2.0;
}
}
public class MediumDifficulty : DifficultySettings
{
public MediumDifficulty()
{
Difficulty = Difficulty.Medium;
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DaysUntilReleaseFactor = 1.75;
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CaffeineDrainScaling = 1.5;
HungerDrainScaling = 1.5;
UrinationDrainScaling = 1.5;
HappinessDrainScaling = 1.5;
}
}
public class HardDifficulty : DifficultySettings
{
public HardDifficulty()
{
Difficulty = Difficulty.Hard;
DaysUntilReleaseFactor = 1.0;
}
}
public static class DifficultyExtensions
{
public static DifficultySettings GetSettings(this Difficulty difficulty) => difficulty switch
{
Difficulty.Easy => new EasyDifficulty(),
Difficulty.Medium => new MediumDifficulty(),
Difficulty.Hard => new HardDifficulty(),
_ => throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null)
};
public static string GetName(this Difficulty difficulty) =>
difficulty switch
{
Difficulty.Easy => "Entspannt",
Difficulty.Medium => "Normal",
Difficulty.Hard => "Stressig",
_ => "Unbekannt"
};
}
}