public float CalculateFuelConsumption() { float FuelPower = GetFuelPolicyConsumption(); FuelConsume = (EngineFuelConsumption * FuelPower) + (SectorFuelConsumption * SectorManager.getInstance().getActiveSectorsCount()); return(FuelConsume); }
public float CalculateResourceProduced() { if (resourceManagerRef.checkWaterQuantity() && !(ResourceManager.getInstance().getFoodPercentage() >= 100)) { resourceManagerRef.DecrementWater(RequiredWater); float EngDecay = (getEngineerCount() / maximumCapacity) * 2; float EngPower = Mathf.Clamp(EngDecay, SectorManager.getInstance().getMinimumResourceProduction(), SectorManager.getInstance().getMaximumResourceProduction()); return(RequiredWater * EngPower); } return(0.0f); }
private void CallCycles() { SectorManager.getInstance().DecayCycle(); ResourceManager.getInstance().DecrementFuel(ResourceManager.getInstance().CalculateFuelConsumption()); SectorManager.getInstance().DeathCycle(); SectorManager.getInstance().HappinessCycle(); ResourceManager.getInstance().CalculateTotalHappy(); CheckIfGameShouldEnd(); }
public float calculateSectorOxygenConsumption() { float HappyDecay = (1 - HappyLevel) * 2; float HappyPower = Mathf.Clamp(HappyDecay, SectorManager.getInstance().getMinimumOxygenSectorConsumption(), SectorManager.getInstance().getMaximumOxygenSectorConsumption()); float personOxygenUse = SectorManager.getInstance().getPersonOxygenConsumptionFactor() * HappyPower; this.currentOxygenConsumption = ((personOxygenUse * PopulationCount)); return(this.currentOxygenConsumption); }
public void CheckIfGameShouldEnd() { if (!ResourceManager.getInstance().CheckIfThereIsFuel() || !SectorManager.getInstance().CheckIfPeopleAreAlive()) { if (Application.platform != RuntimePlatform.WindowsEditor && Application.platform != RuntimePlatform.OSXEditor) { Application.Quit(); } else { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } } }
public float calculateSectorFoodConsumption() { float popCount = scienceCount + engineerCount + normalCount + militaryCount; // varia entre 0.2 e 2 float militaryPopRatio = 1 - (militaryCount / popCount); militaryPopRatio *= 2; //se nao houver militares nao fica = 0 militaryPopRatio = Mathf.Clamp(militaryPopRatio, SectorManager.getInstance().getMinimumFoodSectorConsumption(), SectorManager.getInstance().getMaximumFoodSectorConsumption()); float convertedFoodPolicy = getActiveFoodPolicyConsumptionFactor(); float consumptionFactor = ((float)convertedFoodPolicy) * militaryPopRatio; this.currentFoodConsumption = ((consumptionFactor * popCount)); return(this.currentFoodConsumption); }
public float getActiveFoodPolicyConsumptionFactor() { return(SectorManager.getInstance().getFoodPolicyConsumption(currentFoodPolicy)); }
private void ActivateSector() { SectorManager.getInstance().SectorActivated(this); }
public float CalculateHappyLevelInSector() { HappyLevel = (calculateSardineLevel() + SectorManager.getInstance().calculateDeathImpact() + SectorManager.getInstance().getFoodPolicyHappyImpact(currentFoodPolicy) + getSectorMilitarization() + GameCoordinator.getInstance().getTimeAwayFromPlanet()) / 5; return(HappyLevel); }
public void calculateDeathProbability() { float HappinessFactor = (1 - HappyLevel) * 0.05f; float SardineFactor = (1 - SardineLevel) * 0.05f; float FoodFactor = ResourceManager.getInstance().getFoodPercentage() > 0 ? (1 - SectorManager.getInstance().getFoodPolicyHappyImpact(currentFoodPolicy)) * 0.10f : 1; float OxygenFactor = ResourceManager.getInstance().getOxygenPercent() > 0 ? 0 : 1; float death = SardineFactor + HappinessFactor + FoodFactor + OxygenFactor; DeathProbability = (Mathf.Clamp(death, 0.0f, 1.0f)) * 100; }
// Update is called once per frame void Update() { textRef.text = SectorManager.getInstance().getCurrentDeaths().ToString(); }
// Update is called once per frame void Update() { textRef.text = SectorManager.getInstance().getCurrentPopulation().ToString(); }
public void CalculateSectorsConsumptions() { SectorManager.getInstance().RecalculateTotalDecayLevels(out FoodConsume, out OxygenConsume); }
public void CalculateTotalHappy() { HappyLevel = SectorManager.getInstance().getHappyInAllSectors(); }