private MetricManager()
 {
     this.PopHappiness     = START_VALUE;
     this.Gold             = START_VALUE;
     this.EnvHealth        = START_VALUE;
     this.PrevGold         = START_VALUE;
     this.PrevEnvHealth    = START_VALUE;
     this.PrevPopHappiness = START_VALUE;
     campaignWeightings    = new CampaignWeightings(0, 0, 0);
 }
Exemple #2
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        /// <summary>
        /// Updates the MetricManager of the weightings from the campaign such that decisions affecting the most heavily weighted metric
        /// also impact population happiness. Currently only the most heavily weighted metric is used. And the player must receive at least a score
        /// of three for weightings to be applied.
        /// </summary>
        private void UpdateMetricManagerWeightings()
        {
            var campaignWeightingsArray = new float[3] {
                0, 0, 0
            };
            var scoresList = new List <int>(new int[3] {
                popHappinessScore, goldScore, environmentalScore
            });
            var maxScore = scoresList.Max();

            if (maxScore >= 3)
            {
                var maxScoreIndex = scoresList.IndexOf(maxScore);
                Debug.Log("Max Score: " + maxScore);

                campaignWeightingsArray[maxScoreIndex] = maxScore / 10f;
            }
            currentWeightings = new CampaignWeightings(campaignWeightingsArray[0], campaignWeightingsArray[1], campaignWeightingsArray[2]);
            MetricManager.Instance.campaignWeightings = currentWeightings;
        }