private void OnTouchUp() { if (!StressManager.GetBurnout()) { if (StressManager.GetResting()) { StressManager.SetResting(false); Debug.Log(StressManager.GetResting().ToString()); } else // Not Resting { StressManager.SetResting(true); Debug.Log(StressManager.GetResting().ToString()); } } }
// Update is called once per frame void Update() { if (!StressManager.GetResting() && !StressManager.GetBurnout()) { if (StressManager.GetStressLevel() < maxStress) { StressManager.IncreaseStressLevel(Time.deltaTime); stressBar.fillAmount = StressManager.GetStressLevel() / maxStress; } else { Debug.Log("BURNOUT"); StressManager.SetBurnout(true); Debug.Log(StressManager.GetBurnout().ToString()); } } else { if (StressManager.GetResting()) { if (StressManager.GetStressLevel() > 0) { StressManager.DecreaseStressLevel(Time.deltaTime * restRecoverySpeed); stressBar.fillAmount = StressManager.GetStressLevel() / maxStress; } else { StressManager.SetResting(false); } } else if (StressManager.GetBurnout()) { if (StressManager.GetStressLevel() > 0) { StressManager.DecreaseStressLevel(Time.deltaTime * burnoutRecoverySpeed); stressBar.fillAmount = StressManager.GetStressLevel() / maxStress; } else { StressManager.SetBurnout(false); } } } }