Greatest Time simulation ever

Außerdem:
- Coole Singletons, möglicherweise die geilsten Singletons, die jemals in Unity implementiert wurden
- Utility Klassen nach Utility Verschoben
- Schlaganfallsymptome in Developer entfernt
This commit is contained in:
Simon Lübeß
2024-04-04 19:41:19 +02:00
parent 7947eab66e
commit 80e25e2d81
20 changed files with 353 additions and 145 deletions

View File

@ -2,23 +2,18 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
public class Developer : MonoBehaviour
{
private string _name;
/// <summary>
/// Manche Entwickler sind einfach effizienter als andere.
/// </summary>
[SerializeField]
private double _baseEfficiency = 1.0;
[SerializeField, ShowOnly]
private double currentCurrentEfficiency = 1.0;
private double _currentCurrentEfficiency = 1.0;
/// <summary>
/// Ich hoffe, dass der Entwickler eine Arbeitsunfähigkeitsversicherung hat.
/// </summary>
[SerializeField]
private int _fingersLeft = 10;
@ -35,13 +30,13 @@ public class Developer : MonoBehaviour
/// <summary>
/// Gibt die aktuelle Effizienz des Entwicklers in Prozent zurück.
/// </summary>
public double CurrentEfficiency => currentCurrentEfficiency;
public double CurrentEfficiency => _currentCurrentEfficiency;
public string Name => _name;
public void UpdateEfficiency()
{
currentCurrentEfficiency = _baseEfficiency * (_fingersLeft / 10.0);
_currentCurrentEfficiency = _baseEfficiency * (_fingersLeft / 10.0);
}
/// <summary>