/*******************************************************************************
*
* Project SimLife: A Sims clone written in Unity C#
* Copyright (C) 2019 AleeCorp + Software Elevated
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*********************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerStats : MonoBehaviour
{
public float Hunger;
public float hungerOverTime;
public float Bladder;
public float bladderOverTime;
public float Hygiene;
public float Energy;
public Slider HungerBar;
public Slider BladderBar;
public Material SimDeadMaterial;
private void Start()
{
HungerBar.maxValue = Hunger;
BladderBar.maxValue = Bladder;
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.K))
{
Debug.Log("You have given yourself 10% Hunger and Bladder");
Hunger += 10;
Bladder += 10;
}
if(Input.GetKeyDown(KeyCode.L))
{
Debug.Log("You have given yourself -10% Hunger and Bladder");
Hunger -= 10;
Bladder -= 10;
}
CalculcateValue();
}
private void CalculcateValue()
{
Hunger -= hungerOverTime * Time.deltaTime;
Bladder -= bladderOverTime * Time.deltaTime;
if (Hunger <= 0)
{
gameObject.GetComponent().material = SimDeadMaterial;
Debug.Log("You have starved to death!");
Hunger += 100;
}
UpdateUI();
}
private void UpdateUI()
{
Hunger = Mathf.Clamp(Hunger, 0, 100f);
Bladder = Mathf.Clamp(Bladder, 0, 100f);
HungerBar.value = Hunger;
BladderBar.value = Bladder;
}
}