void CountEffect(float time) { if (GameManager.instance.selectedObject) { skill = GameManager.instance.selectedObject.GetComponent <CharacterData> ().SkillsList.Find(i => i.name == GetComponent <Activity> ().usedSkill); min = (skill.currentLvl / 10f + 2) * time; max = (skill.currentLvl / 10f + 3) * time; difference = (max - min) / 2 + 1; } }
void CountEffect(float time) { if (GameManager.instance.selectedObject) { CharacterData.SkillStruct skill = GameManager.instance.selectedObject.GetComponent <CharacterData>().SkillsList.Find(i => i.name == GetComponent <Activity>().usedSkill); float totalCompletionTime = (difficulty - skill.currentLvl) / 2f + 4; completionProgress = currentCompletionProgress + Mathf.RoundToInt(time / totalCompletionTime * 100); if (completionProgress > 100) { completionProgress = 100; } } }