public void SetResiliencesFinal()
 {
     myaction.actionUse += 1;
     if (myaction.actionType != ModelActions.ActionType.Challenger)
     {
         GameManagerResilience.GetInstance().CallEventUpdateResiliences((int)myaction.physic, (int)myaction.mental, (int)myaction.social, (int)myaction.emotional);
         if (myaction.actionType == ModelActions.ActionType.Sleep)
         {
             float recovery = GameManager.GetInstance().GetResiliencePerMin(GameManager.Resiliences.Recovery) * myaction.duration;
             GameManagerResilience.GetInstance().CallEventRecoveryStress((int)recovery);
         }
     }
     else
     {
         GameManagerResilience.GetInstance().CallEventUpdateResiliences(-(int)myaction.physic, -(int)myaction.mental, -(int)myaction.social, -(int)myaction.emotional);
         if (myaction.satisfactionCost > 0)
         {
             if (GameManagerResilience.GetInstance().TotalSatisfaction - myaction.satisfactionCost >= 0)
             {
                 GameManagerResilience.GetInstance().TotalSatisfaction = -myaction.satisfactionCost;
             }
             else
             {
                 GameManagerResilience.ResetSatisfaction();
             }
         }
     }
 }
Esempio n. 2
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    ModelLeaderBoard Player()
    {
        ModelLeaderBoard player = new ModelLeaderBoard();

        player.isPlayer       = true;
        player.myface         = playerFace;
        player.myMental       = GameManagerResilience.mentalTimes;
        player.myPhysics      = GameManagerResilience.physicsTimes;
        player.mySocial       = GameManagerResilience.socialTimes;
        player.myEmotional    = GameManagerResilience.emotionaltimes;
        player.mySatisfaction = GameManagerResilience.GetInstance().TotalSatisfaction;
        return(player);
    }
Esempio n. 3
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 private void OnEnable()
 {
     GameManagerLeaderBoard.GetInstance().PopulateList(GameManagerResilience.GetInstance().TotalSatisfaction);
 }
 void SetInitialReferences()
 {
     gmr = GameManagerResilience.GetInstance();
 }