using UnityEditor.EditorTools;
using UnityEngine;
public class Tool : MonoBehaviour
{
public float minDurability = 0.1f;
public float maxDurability = 1.0f;
private float durability;
private int decimalPlaces = 1;
void Start()
{
durability = Random.Range(minDurability, maxDurability);
durability = Mathf.Round(durability * Mathf.Pow(10, decimalPlaces)) / Mathf.Pow(10, decimalPlaces);
Debug.Log("Tool Durability: " + durability);
}
public float CalculateRepairUrgency(float competency, RepairableTool assignedTool)
{
float toolDurabilityFactor = assignedTool.GetDurabilityFactor();
float repairQualityFactor = GetRepairQualityFactor();
float repairUrgency = 1 - (competency * repairQualityFactor);
return repairUrgency;
}
private float GetRepairQualityFactor()
{
// You need to implement this method based on your specific logic for repair quality
// This could involve factors such as the skill of the repairer, the quality of tools, etc.
return 1.0f;
}
}