void Timer_OutOfTime() { // only runs if the timer is for this game if (playing) { scoring.Hide(); playerAlerts.hideMessage(); string purityScore; string feedback = ""; int goodGuyCount = scoring.goodGuyCount; int villainCount = scoring.villainCount; int totalCount = goodGuyCount + villainCount; if (goodGuyCount + villainCount == 0) { purityScore = "N/A"; } else { float percentage = (float)goodGuyCount / (goodGuyCount + villainCount) * 100f; purityScore = string.Concat(Mathf.Round(percentage).ToString(), "%"); } if (goodGuyCount == 0 && villainCount == 0) { feedback = "You didn't give out a single rose! The production company will be suing you for breach of contract."; } else if (villainCount == 0) { feedback = "Every bachelor in the house is a catch! You'll probably find love, but the ratings will be crap."; } else if (goodGuyCount == 0) { feedback = "Nobody in the house is here for the right reasons. This is going to be the most dramatic season yet!"; } else if (villainCount > goodGuyCount) { feedback = "Most of your bachelors are villains... Bachelor Nation is going to think you have poor judgment."; } else if (goodGuyCount > villainCount) { feedback = "Most of your bachelors are here for the right reasons! Hopefully you can weed out the villains by week 5."; } else if (villainCount == goodGuyCount) { feedback = "Half of your bachelors are villains! Hopefully your judgment improves in the weeks ahead."; } playing = false; GameOver(string.Concat("Man Count: ", totalCount, "\nMarriage Material: ", purityScore), feedback); } }