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:
@ -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>
|
||||
|
||||
Reference in New Issue
Block a user