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diff --git a/3d Prototyp/Assets/Scenes/GameLoopTest.unity.meta b/3d Prototyp/Assets/Scenes/GameLoopTest.unity.meta
new file mode 100644
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diff --git a/3d Prototyp/Assets/Scripts/Developer.cs b/3d Prototyp/Assets/Scripts/Developer.cs
new file mode 100644
index 00000000..b3feff53
--- /dev/null
+++ b/3d Prototyp/Assets/Scripts/Developer.cs
@@ -0,0 +1,11 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Developer : MonoBehaviour
+{
+ ///
+ /// Gibt die Effizienz des Entwicklers in Prozent zurück.
+ ///
+ public float Efficiency => 1.0f;
+}
diff --git a/3d Prototyp/Assets/Scripts/Developer.cs.meta b/3d Prototyp/Assets/Scripts/Developer.cs.meta
new file mode 100644
index 00000000..613503b1
--- /dev/null
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diff --git a/3d Prototyp/Assets/Scripts/GameManager.cs b/3d Prototyp/Assets/Scripts/GameManager.cs
index 7414364e..9d2a07c1 100644
--- a/3d Prototyp/Assets/Scripts/GameManager.cs
+++ b/3d Prototyp/Assets/Scripts/GameManager.cs
@@ -1,20 +1,81 @@
+using System;
using System.Collections;
using System.Collections.Generic;
+using System.Linq;
using UnityEngine;
public class GameManager : MonoBehaviour
{
- public double GameProgress = 0.0;
+ public static GameManager Instance { get; private set; }
- // Start is called before the first frame update
- void Start()
+ [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 _developers = new();
+
+ ///
+ /// Wie weit das Spiel bereits fortgeschritten ist.
+ ///
+ public double GameProgress => _gameProgress;
+
+ ///
+ /// Wie Effizient das Team derzeit arbeitet.
+ ///
+ public double CurrentEfficiency => _currentEfficiency;
+
+ ///
+ /// Wie viele Sekunden das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
+ ///
+ public double RemainingGameDurationSeconds => _remainingGameDurationSeconds;
+
+ ///
+ /// Wie lange das Spiel voraussichtlich noch dauern wird, würden die Effizienz sich nicht verändern.
+ ///
+ public TimeSpan RemainingGameDuration => TimeSpan.FromSeconds(_remainingGameDurationSeconds);
+
+ ///
+ /// Wie lange voraussichtlich das gesamte Spiel dauern wird.
+ ///
+ public double ExpectedTotalGameSeconds => 0.0;
+
+ private void Awake()
{
-
+ if (Instance == null)
+ {
+ Instance = this;
+ }
+ else
+ {
+ Debug.LogError("GameManager already exists. Deleting duplicate.");
+ Destroy(gameObject);
+ }
}
- // Update is called once per frame
void Update()
{
-
+ UpdateEfficiency();
+ UpdateGameDuration();
+ }
+
+ void UpdateEfficiency()
+ {
+ _currentEfficiency = _developers.Sum(d => d.Efficiency);
+ }
+
+ void UpdateGameDuration()
+ {
+ double baseSecondsLeft = _baseGameDurationSeconds * (1.0 - GameProgress);
+
+ _remainingGameDurationSeconds = baseSecondsLeft / _currentEfficiency;
}
}