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[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; } }