Fixed current day of week calculation
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@ -16,15 +16,12 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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[SerializeField] private Light _sun;
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[SerializeField]
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private Weekday _currentWeekday;
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private DateTime _startDate;
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private DateTime _deadline;
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public int DaysLeft => _daysUntilRelease;
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public Weekday CurrentWeekday => _currentWeekday;
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public DayOfWeek CurrentDayOfWeek => CurrentDate.DayOfWeek;
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public TimeSpan TimeOfDay => CurrentDate.TimeOfDay;
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@ -48,9 +45,6 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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/// </summary>
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public bool MissedDeadline => CurrentDate > Deadline;
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[SerializeField, ShowOnly]
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private string stringgy;
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public void Init()
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{
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_startDate = new DateTime(2024, 4, 2, 12, 0, 0);
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@ -60,11 +54,11 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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/// <summary>
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/// Berechnet die (real life) Sekunden, die die Entwickler bei 100% Effizienz benötigen um das Spiel bei gegebener Schwierigkeit zu entwickeln.
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/// </summary>
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public double CalculateActualDeveloperTime(Difficulty difficulty)
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public double CalculateActualDeveloperTime(Difficulty difficulty, int developerCount)
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{
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DifficultySettings settings = difficulty.GetSettings();
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return _daysUntilRelease * _secondsPerDay / settings.DaysUntilReleaseFactor;
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return (_daysUntilRelease * _secondsPerDay * developerCount) / settings.DaysUntilReleaseFactor;
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}
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void Update()
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@ -84,10 +78,7 @@ public class TimeManager : MonoBehaviourSingleton<TimeManager>
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{
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_totalTime -= 1.0;
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_daysUntilRelease--;
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_currentWeekday = _currentWeekday.GetNext();
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}
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stringgy = TimeOfDay.ToString();
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}
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private void UpdateSun()
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