More betterer Time tracking and basic Win/Lose check

This commit is contained in:
Simon Lübeß
2024-04-04 22:57:07 +02:00
parent 1d7a3d5870
commit 93db8ae9e5
10 changed files with 1414 additions and 27 deletions

View File

@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
public class TerribleUiController : MonoBehaviour
{
[SerializeField]
private TextMeshProUGUI _weekdayText;
[SerializeField]
private TextMeshProUGUI _dayTimeText;
[SerializeField]
private TextMeshProUGUI _progressText;
[SerializeField]
private TextMeshProUGUI _startDateText;
[SerializeField]
private TextMeshProUGUI _deadlineText;
[SerializeField]
private TextMeshProUGUI _currentDateText;
[SerializeField]
private TextMeshProUGUI _daysLeftText;
void Update()
{
_weekdayText.text = TimeManager.Instance.CurrentWeekday.GetName();
_dayTimeText.text = $"Day Time: {TimeManager.Instance.TimeOfDay:h\\:mm\\:ss}";
_progressText.text = $"Progress: {(GameManager.Instance.GameProgress * 100.0):F3}%";
_startDateText.text = $"Start Date: {TimeManager.Instance.StartDate}";
_currentDateText.text = $"Current Date: {TimeManager.Instance.CurrentDate}";
_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline}";
_daysLeftText.text = $"Days left: {TimeManager.Instance.DaysLeft}";
}
}