// Update is called once per frame void Update() { if (gameObject.GetComponent <ReelingRateManager>().reelingRate > 2) { overReelingEnabled = true; neededReleases = (int)(HookedFish.stamina * 100); Debug.Log(neededReleases); } if (tension > fishingRod.line.maxTension) { reelingState = ReelingState.BrokenLine; } else if (distance > 400f) { reelingState = ReelingState.FishHasGone; } else if (distance <= 0f) { music.clip = bgMusic; music.Play(); reelingState = ReelingState.Captured; } else { float newTension = 0f; //T_m newTension += HookedFish.mass; //T_pull newTension += CalculatePullTensions(); //T_reeling newTension += CalculateReelingTension(); //T_overReeling newTension += CalculateOverReeling(); //Energy tension newTension += CalculateEnergyTension(); tension = 1 / HookedFish.strength * newTension; Dictionary <bool, float> boolProb = new Dictionary <bool, float>() { [true] = HookedFish.stamina, [false] = (1 - HookedFish.stamina) }; } }
// Start is called before the first frame update public void Start() { music.clip = actionMusic; music.Play(); fishingRod = GameMaster.selectedRod; HookedFish = GameMaster.selectedRegion.GenerateRandomFish(); Debug.Log(HookedFish.name); Debug.Log(HookedFish.mass); startTime = Time.time; distance = Random.Range(100f, 150f); fishingRod = GameMaster.selectedRod; tension = 0f; reelingState = ReelingState.Capturing; PullTensionList = new List <Pulse>(); overReelingEnabled = false; startOfReeling = Time.time; }