Exemple #1
0
    public void AdvanceDecay()
    {
        Decay = Mathf.Clamp(Decay + Time.deltaTime * DecayRate, 0.0f, 1.0f);
        HUD.Instance.SetProgressBarProgressDecay(Decay);

        DecayLevel = DecayValueToDecayLevel(Decay);
    }
Exemple #2
0
    public void AdvanceDecay()
    {
        Decay = Mathf.Clamp(Decay + Time.deltaTime * DecayRate, 0.0f, 1.0f);
        HUD.Instance.SetProgressBarProgressDecay(Decay);

        if (Decay < 0.3f)
        {
            if (DecayLevel != EDecayLevel.Fresh)
            {
                DecayLevel = EDecayLevel.Fresh;
                Debug.Log(this + " Decay Level Changed to: " + DecayLevel);
            }
        }
        else if (Decay < 0.6f)
        {
            DecayLevel = EDecayLevel.AlmostDone;
            Debug.Log(this + " Decay Level Changed to: " + DecayLevel);
        }
        else if (Decay < 0.99f)
        {
            if (DecayLevel != EDecayLevel.Medium)
            {
                DecayLevel = EDecayLevel.Medium;
                Debug.Log(this + " Decay Level Changed to: " + DecayLevel);
            }
        }
        else
        {
            if (DecayLevel != EDecayLevel.WellDone)
            {
                DecayLevel = EDecayLevel.WellDone;
                Debug.Log(this + " Decay Level Changed to: " + DecayLevel);
            }
        }
    }
Exemple #3
0
    public float DecayLevelToDecayValue(EDecayLevel level)
    {
        switch (level)
        {
        case EDecayLevel.Fresh:
            return(0);

        case EDecayLevel.Medium:
            return(TresholdMedium);

        case EDecayLevel.AlmostDone:
            return(TreshholdAlmostDone);

        case EDecayLevel.WellDone:
            return(TreshholdWellDone);
        }

        throw new NotImplementedException("No Implementation for this decay and difficulty.");
    }