More betterer Time tracking and basic Win/Lose check

This commit is contained in:
Simon Lübeß 2024-04-04 22:57:07 +02:00
parent 1d7a3d5870
commit 93db8ae9e5
10 changed files with 1414 additions and 27 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1,14 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Utility;
public class GameManager : MonoBehaviourSingleton<GameManager>
public partial class GameManager : MonoBehaviourSingleton<GameManager>
{
[SerializeField] private Difficulty _difficulty = Difficulty.Medium;
[SerializeField]
private double _baseGameDurationSeconds = 10.0 * 60.0;
private double _totalGameDurationSeconds;
[SerializeField]
private double _remainingGameDurationSeconds = 0.0;
@ -22,10 +24,12 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
[SerializeField]
private MultiFalsableBool _gameRunning = new(false);
public Difficulty Difficulty => _difficulty;
/// <summary>
/// Wie weit das Spiel bereits fortgeschritten ist.
/// </summary>
public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _baseGameDurationSeconds);
public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _totalGameDurationSeconds);
/// <summary>
/// Wie Effizient das Team derzeit arbeitet.
@ -51,8 +55,12 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
[ContextMenu("Start Game")]
private void StartGame()
{
_remainingGameDurationSeconds = _baseGameDurationSeconds;
TimeManager.Instance.Init();
_totalGameDurationSeconds = TimeManager.Instance.CalculateActualDeveloperTime(_difficulty);
_remainingGameDurationSeconds = _totalGameDurationSeconds;
ResumeGame();
}
@ -84,8 +92,41 @@ public class GameManager : MonoBehaviourSingleton<GameManager>
{
UpdateEfficiency();
UpdateGameDuration();
CheckGameEndConditions();
}
private void CheckGameEndConditions()
{
if (_remainingGameDurationSeconds <= 0.0)
{
EndGame(EndGameCondition.Win_GamePublished);
}
else if (_developers.Count == 0)
{
EndGame(EndGameCondition.Lose_NoDevelopersLeft);
}
else if (TimeManager.Instance.MissedDeadline)
{
EndGame(EndGameCondition.Lose_DeadlineMissed);
}
}
private void EndGame(EndGameCondition endGameCondition)
{
if (endGameCondition.IsWin())
{
Debug.Log("You won!");
}
else if (endGameCondition.IsLose())
{
Debug.Log("You lost!");
}
Debug.Log(endGameCondition.GetEndGameMessage());
PauseGame();
}
void UpdateEfficiency()
{
double developerEfficiency = 0.0f;

View File

@ -1,5 +1,6 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
public class TimeManager : MonoBehaviourSingleton<TimeManager>
@ -10,32 +11,61 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
[SerializeField]
private double _secondsPerDay = 48;
[SerializeField]
private double _dayTime = 0.0;
[FormerlySerializedAs("_dayTime")] [SerializeField]
private double _totalTime = 0.0;
[SerializeField] private Light _sun;
[SerializeField]
private Weekday _currentWeekday;
private DateTime _startDate;
private DateTime _deadline;
public int DaysLeft => _daysUntilRelease;
public double DayTime => _dayTime;
public Weekday CurrentWeekday => _currentWeekday;
public TimeSpan TimeOfDay
{
get
{
double hour = _dayTime * 24.0;
double minute = hour * 60;
double seconds = minute * 60;
return new TimeSpan((int)Math.Floor(hour), (int)Math.Floor(minute % 60), (int)Math.Floor(seconds % 60));
}
}
public TimeSpan TimeOfDay => CurrentDate.TimeOfDay;
/// <summary>
/// Das Datum zu dem das Spiel begonnen hat.
/// </summary>
public DateTime StartDate => _startDate;
/// <summary>
/// Das aktuelle Datum und Uhrzeit im Spiel.
/// </summary>
public DateTime CurrentDate => _startDate.AddDays(_totalTime);
/// <summary>
/// Die Deadline des Spiels.
/// </summary>
public DateTime Deadline => _deadline;
/// <summary>
/// Gibt true zurück, wenn die Deadline verpasst wurde.
/// </summary>
public bool MissedDeadline => CurrentDate > Deadline;
[SerializeField, ShowOnly]
private string stringgy;
public void Init()
{
_startDate = new DateTime(2024, 4, 2, 12, 0, 0);
_deadline = _startDate.AddDays(_daysUntilRelease);
}
/// <summary>
/// Berechnet die (real life) Sekunden, die die Entwickler bei 100% Effizienz benötigen um das Spiel bei gegebener Schwierigkeit zu entwickeln.
/// </summary>
public double CalculateActualDeveloperTime(Difficulty difficulty)
{
DifficultySettings settings = difficulty.GetSettings();
return _daysUntilRelease * _secondsPerDay / settings.DaysUntilReleaseFactor;
}
void Update()
{
@ -48,11 +78,11 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
void UpdateTime()
{
_dayTime += Time.deltaTime / _secondsPerDay;
_totalTime += Time.deltaTime / _secondsPerDay;
if (_dayTime >= 1.0)
if (_totalTime >= 1.0)
{
_dayTime -= 1.0;
_totalTime -= 1.0;
_daysUntilRelease--;
_currentWeekday = _currentWeekday.GetNext();
}
@ -62,6 +92,8 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
private void UpdateSun()
{
_sun.transform.rotation = Quaternion.Euler(new Vector3(Mathf.LerpAngle(-90, 60, (float)Math.Sin(_dayTime * Math.PI)), (float)(_dayTime * 360.0), 0));
float currentTime = (float)TimeOfDay.TotalDays;
_sun.transform.rotation = Quaternion.Euler(new Vector3(Mathf.LerpAngle(-90, 60, (float)Math.Sin(currentTime * Math.PI)), (float)(currentTime * 360.0), 0));
}
}

View File

@ -0,0 +1,68 @@
using System;
namespace Utility
{
public enum Difficulty
{
Easy,
Medium,
Hard
}
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; }
}
public class EasyDifficulty : DifficultySettings
{
public EasyDifficulty()
{
Difficulty = Difficulty.Easy;
DaysUntilReleaseFactor = 2.0;
}
}
public class MediumDifficulty : DifficultySettings
{
public MediumDifficulty()
{
Difficulty = Difficulty.Medium;
DaysUntilReleaseFactor = 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"
};
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9d5811ffae894b2ea0b1a25dbd30ec9f
timeCreated: 1712259095

View File

@ -0,0 +1,33 @@
using System;
namespace Utility
{
[Flags]
public enum EndGameCondition
{
Win = 0x01,
Lose = 0x02,
Win_GamePublished = Win | 0x04,
Lose_NoDevelopersLeft = Lose | 0x08,
Lose_DeadlineMissed = Lose | 0x10
}
public static class EndGameConditionExtension
{
public static bool IsWin(this EndGameCondition endGameCondition) =>
endGameCondition.HasFlag(EndGameCondition.Win);
public static bool IsLose(this EndGameCondition endGameCondition) =>
endGameCondition.HasFlag(EndGameCondition.Lose);
public static string GetEndGameMessage(this EndGameCondition endGameCondition) =>
endGameCondition switch
{
EndGameCondition.Win_GamePublished => "Dein Spiel wurde erfolgreich veröffentlicht!",
EndGameCondition.Lose_NoDevelopersLeft => "Oh nein, alle deine Entwickler sind weg!",
EndGameCondition.Lose_DeadlineMissed => "Oh nein, du hast die Deadline verpasst!",
_ => throw new ArgumentOutOfRangeException(nameof(endGameCondition), endGameCondition, null)
};
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ad1840e1e170446a86caf0e316b19b54
timeCreated: 1712261399

View File

@ -25,5 +25,20 @@
/// <param name="days">Die Anzahl an Tagen, die vergehen sollen.</param>
public static Weekday GetFutureDay(this Weekday current, int days) =>
(Weekday)(((int)current + days) % 7);
/// <summary>
/// Gibt den deutschen Namen des Wochentags zurück.
/// </summary>
public static string GetName(this Weekday weekday) => weekday switch
{
Weekday.Monday => "Montag",
Weekday.Tuesday => "Dienstag",
Weekday.Wednesday => "Mittwoch",
Weekday.Thursday => "Donnerstag",
Weekday.Friday => "Freitag",
Weekday.Saturday => "Samstag",
Weekday.Sunday => "Sonntag",
_ => "Unbekannt"
};
}
}

View File

@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
public class TerribleUiController : MonoBehaviour
{
[SerializeField]
private TextMeshProUGUI _weekdayText;
[SerializeField]
private TextMeshProUGUI _dayTimeText;
[SerializeField]
private TextMeshProUGUI _progressText;
[SerializeField]
private TextMeshProUGUI _startDateText;
[SerializeField]
private TextMeshProUGUI _deadlineText;
[SerializeField]
private TextMeshProUGUI _currentDateText;
[SerializeField]
private TextMeshProUGUI _daysLeftText;
void Update()
{
_weekdayText.text = TimeManager.Instance.CurrentWeekday.GetName();
_dayTimeText.text = $"Day Time: {TimeManager.Instance.TimeOfDay:h\\:mm\\:ss}";
_progressText.text = $"Progress: {(GameManager.Instance.GameProgress * 100.0):F3}%";
_startDateText.text = $"Start Date: {TimeManager.Instance.StartDate}";
_currentDateText.text = $"Current Date: {TimeManager.Instance.CurrentDate}";
_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline}";
_daysLeftText.text = $"Days left: {TimeManager.Instance.DaysLeft}";
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7c4408689a1cdac4f86c298d6e6bae3a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: