Exemple #1
0
    public void ChangeFavor()
    {
        PlayerStateController player = PlayerStateController.instance;

        if (clique == player.GetPlayerState())
        {
            if (personalAffinity < personalAffinityMax)
            {
                //This logic is so that we do not go above personal affinity max, and also so levelCliqueAffinity does not get
                //incremented any more than personal.
                float oldPersonalAffinity   = personalAffinity;
                float newPersonalAffinity   = Mathf.Min(personalAffinityMax, personalAffinity + incrementAffinitySpeed * Time.deltaTime);
                float deltaPersonalAffinity = newPersonalAffinity - oldPersonalAffinity;
                IncrementPersonalAffinity(deltaPersonalAffinity);
                LevelManager.instance.incrementCurrentAffinity(clique, deltaPersonalAffinity);
            }
        }
        else
        {
            float oldPersonalAffinity   = personalAffinity;
            float newPersonalAffinity   = Mathf.Max(0, personalAffinity + decrementAffinitySpeed * Time.deltaTime);
            float deltaPersonalAffinity = newPersonalAffinity - oldPersonalAffinity;
            IncrementPersonalAffinity(deltaPersonalAffinity);
            LevelManager.instance.incrementCurrentAffinity(clique, deltaPersonalAffinity);
        }
    }