// Update is called once per frame void Update() { if (Time.time > waitTime) { waitTime += timeLimit; gameManager.fuelCount -= 1.0f; gameManager.foodCount -= 1.0f; if (gameManager.fuelCount < 0) { gameManager.fuelCount = 0; attackRate = 1.25f; } else { attackRate = 1.0f; } if (gameManager.foodCount < 0) { gameManager.foodCount = 0; repairRate = 0.05f; } else { repairRate = 0.25f; } switch (currRoom) { case "Storage": //added ceiling for ship variables here, will have to change with specialists if (gameManager.fuelCount >= 100) { gameManager.fuelCount = 100; break; } gameManager.fuelCount += 5.0f; break; case "Galley": if (gameManager.foodCount >= 100) { gameManager.foodCount = 100; break; } gameManager.foodCount += 5.0f; break; case "EngineRoom": if (ship.Health >= 20.0f) { ship.Health = 20.0f; break; } ship.Health += repairRate; ship.Health = Mathf.Round(ship.Health * 100.0f) / 100.0f; break; case "WeaponStation": if (attackTimer2 == 0.0f) { attackTimer2 = Time.time; } else if (Time.time - (attackTimer2 * attackRate) > 3) { ship.Attack(enemy); attackTimer2 = 0.0f; } break; default: break; } } Vector3 foodScale = foodBar.transform.localScale; foodScale.x = gameManager.foodCount / 100; foodBar.transform.localScale = foodScale; Vector3 energyScale = energyBar.transform.localScale; energyScale.x = gameManager.fuelCount / 100; energyBar.transform.localScale = energyScale; }