private void Update() { // Day. var formattedDay = Mathf.Ceil(timeCycle.GetTime() / timeCycle.GetDayLength()); dayText.text = $"Day: {formattedDay}"; // Time. var currentTime = timeCycle.GetTime() % timeCycle.GetDayLength() / timeCycle.GetDayLength() * 24; var currentHour = Mathf.Floor(currentTime); var currentMinute = Mathf.Floor((currentTime - currentHour) * 60); var paddedHour = currentHour.ToString(CultureInfo.InvariantCulture).PadLeft(2, '0'); var paddedMinute = currentMinute.ToString(CultureInfo.InvariantCulture).PadLeft(2, '0'); timeText.text = $"{paddedHour}:{paddedMinute}"; }
private void Update() { // Scale the amount of hunger to the length of the day. var dayRate = 1 / timeCycle.GetDayLength(); // Reduce the hunger. ChangeCurrentHunger(-Time.deltaTime * hungerRate * dayRate); // Reduce health if the hunger is depleted (starving). if (currentHunger <= maxHunger * _damageThreshold) { playerHealth.ChangeHealth(-Time.deltaTime * damageRate * dayRate); } }
private void Update() { // Scale the amount of hunger to the length of the day. var dayRate = 1 / _timeCycle.GetDayLength(); // Reduce the hunger. _currentThirst -= Time.deltaTime * _thirstRate * dayRate; // Clamp the hunger. _currentThirst = Mathf.Clamp(_currentThirst, 0, _maxThirst); // Reduce health if the hunger is depleted (starving). if (_currentThirst <= 0) { _playerHealth.ChangeHealth(-Time.deltaTime * _damageRate * dayRate); } }