This commit is contained in:
Simon Lübeß 2024-04-08 19:08:37 +02:00
parent 03c7dc8b9e
commit 9efd40b480
14 changed files with 1562 additions and 1959 deletions

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@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -26,6 +27,8 @@ public class DeveloperInfoUi : MonoBehaviour
[SerializeField]
private Gradient _statusGradient;
[SerializeField] private TextMeshProUGUI _fingerText;
void Start()
{
@ -39,5 +42,7 @@ public class DeveloperInfoUi : MonoBehaviour
_caffeineImage.color = _statusGradient.Evaluate((float)_developer.CurrentCaffeination);
_hungerImage.color = _statusGradient.Evaluate((float)_developer.CurrentHunger);
_toiletImage.color = _statusGradient.Evaluate((float)_developer.CurrentUrgeToUrinate);
_fingerText.text = _developer.FingersLeft.ToString();
}
}

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@ -13,13 +13,17 @@ public class CameraScript : MonoBehaviour
public float Distance = 5.0f;
public float Angle = 45.0f;
void Start()
{
Vector4 position = new Vector4(0, 0, -Distance, 1.0f);
Matrix4x4 mat = Matrix4x4.Rotate(Quaternion.Euler(45, 0, 0));
Quaternion rotation = Quaternion.Euler(Angle, 0, 0);
Matrix4x4 mat = Matrix4x4.Rotate(rotation);
_camera.transform.localPosition = mat * position;
_camera.transform.localRotation = rotation;
transform.position = _character.transform.position;
}

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@ -237,6 +237,8 @@ public class Developer : MonoBehaviour
_happiness += 0.2;
}
_urgeToUrinateLevel -= caffeineAmount / 0.5f;
_wantedDrink = WantedConsumable.None;
}
@ -270,6 +272,8 @@ public class Developer : MonoBehaviour
_happiness += 0.2;
}
_urgeToUrinateLevel -= foodAmount / 0.5f;
_wantedFood = WantedConsumable.None;
}

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@ -40,6 +40,19 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
/// </summary>
public DateTime Deadline => _deadline;
public DateTime PredictedEndDate
{
get
{
double realSeconds = GameManager.Instance.ExpectedRemainingGameDuration;
double gameDays = realSeconds / _secondsPerDay;
return CurrentDate.AddDays(gameDays);
}
}
public bool PredictedMissesDeadline => PredictedEndDate > Deadline;
/// <summary>
/// Wie viele Sekunden ein Tag im Spiel hat
/// </summary>

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@ -23,10 +23,44 @@ public class UiController : MonoBehaviour
private Button _prevActionButton;
[SerializeField]
private Button _nextActionButton;
[SerializeField]
private Image _progressBarImage;
[SerializeField]
private Image _progressBarBorder;
[SerializeField] private TextMeshProUGUI _progressText;
[SerializeField] private TextMeshProUGUI _deadlineText;
[SerializeField] private TextMeshProUGUI _currentDateText;
[SerializeField] private TextMeshProUGUI _predictedEndText;
[SerializeField] private Gradient _deadlineTextColors;
void Update()
{
UpdateActionDisplay();
UpdateProgressBar();
UpdateDeadlineDateStuffTexts();
}
private void UpdateProgressBar()
{
Vector3 scale = _progressBarImage.rectTransform.localScale;
scale.x = (float)GameManager.Instance.GameProgress;
_progressBarImage.rectTransform.localScale = scale;
_progressBarImage.pixelsPerUnitMultiplier = _progressBarBorder.pixelsPerUnitMultiplier * scale.x;
_progressText.text = $"Entwicklungsfortschritt: {GameManager.Instance.GameProgress:##0%}";
}
private void UpdateDeadlineDateStuffTexts()
{
_currentDateText.text = $"Aktuelle Zeit: {TimeManager.Instance.CurrentDate: dddd dd.MM.yy hh U\\hr}";
_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline: dddd dd.MM.yy hh U\\hr}";
_predictedEndText.text = $"Vorraussichtlich fertig: {TimeManager.Instance.PredictedEndDate: dddd dd.MM.yy hh U\\hr}";
_predictedEndText.color = _deadlineTextColors.Evaluate(TimeManager.Instance.PredictedMissesDeadline ? 0.0f : 1.0f);
}
private void UpdateActionDisplay()

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