Gehirn erfolgreich eingeschaltet 👍👍👍

This commit is contained in:
Simon Lübeß 2024-04-04 16:33:12 +02:00
parent 089b55658c
commit 7ba804c32d
3 changed files with 46 additions and 26 deletions

View File

@ -227,6 +227,7 @@ GameObject:
m_Component:
- component: {fileID: 283529458}
- component: {fileID: 283529457}
- component: {fileID: 283529459}
m_Layer: 0
m_Name: Game Manager
m_TagString: Untagged
@ -243,13 +244,14 @@ MonoBehaviour:
m_GameObject: {fileID: 283529456}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 54747ffb706c8df4bbb0c0ca3e60a560, type: 3}
m_Script: {fileID: 11500000, guid: 4c31bfd8f0f10f540b73de81aac6d46c, type: 3}
m_Name:
m_EditorClassIdentifier:
_baseGameDurationSeconds: 600
_currentEfficiency: 0
_remainingGameDurationSeconds: 0
_developers: []
_currentEfficiency: 0
_developers:
- {fileID: 283529459}
--- !u!4 &283529458
Transform:
m_ObjectHideFlags: 0
@ -265,6 +267,18 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &283529459
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 283529456}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6dcc72027d5c35441a351fdb5140b0f8, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1737307722
GameObject:
m_ObjectHideFlags: 0

View File

@ -8,4 +8,9 @@ public class Developer : MonoBehaviour
/// Gibt die Effizienz des Entwicklers in Prozent zurück.
/// </summary>
public float Efficiency => 1.0f;
public void UpdateEfficiency()
{
// TODO: Implement
}
}

View File

@ -9,24 +9,21 @@ public class GameManager : MonoBehaviour
public static GameManager Instance { get; private set; }
[SerializeField]
private double _gameProgress = 0.0;
private double _baseGameDurationSeconds = 10.0 * 60.0;
[SerializeField]
private double _baseGameDurationSeconds = 10.0 * 60.0;
private double _remainingGameDurationSeconds = 0.0;
[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.
/// Wie weit das Spiel bereits fortgeschritten ist, in Prozent.
/// </summary>
public double GameProgress => _gameProgress;
public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _baseGameDurationSeconds);
/// <summary>
/// Wie Effizient das Team derzeit arbeitet.
@ -36,17 +33,7 @@ public class GameManager : MonoBehaviour
/// <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;
public double ExpectedRemainingGameDuration => _remainingGameDurationSeconds / _currentEfficiency;
private void Awake()
{
@ -59,9 +46,16 @@ public class GameManager : MonoBehaviour
Debug.LogError("GameManager already exists. Deleting duplicate.");
Destroy(gameObject);
}
InvokeRepeating(nameof(UpdateProgress), 0.0f, 1.0f);
}
void Update()
private void Start()
{
_remainingGameDurationSeconds = _baseGameDurationSeconds;
}
void UpdateProgress()
{
UpdateEfficiency();
UpdateGameDuration();
@ -69,13 +63,20 @@ public class GameManager : MonoBehaviour
void UpdateEfficiency()
{
_currentEfficiency = _developers.Sum(d => d.Efficiency);
double developerEfficiency = 0.0f;
foreach (Developer developer in _developers)
{
developer.UpdateEfficiency();
developerEfficiency += developer.Efficiency;
}
_currentEfficiency = developerEfficiency;
}
void UpdateGameDuration()
{
double baseSecondsLeft = _baseGameDurationSeconds * (1.0 - GameProgress);
_remainingGameDurationSeconds = baseSecondsLeft / _currentEfficiency;
// Entwickler Effizienz ist im Grunde wie viele Entwicklersekunden wir pro Sekunde verrichten können.
_remainingGameDurationSeconds -= _currentEfficiency;
}
}