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); } }