public void ApplyDecay()
{
Debug.Log ("Applying Decay");
InstanceData Inst = StateFundingGlobal.fetch.GameInstance;
if (Inst.po > 0) {
int newPO = Inst.po - (int)Math.Ceiling (Inst.po * 0.2);
newPO = Math.Max (0, newPO);
Inst.po = newPO;
} else {
int newPO = Inst.po += (int)Math.Ceiling (Inst.po * -0.2);
newPO = Math.Min (0, newPO);
Inst.po = newPO;
}
if (Inst.sc > 0) {
int newSC = Inst.sc - (int)Math.Ceiling (Inst.sc * 0.2);
newSC = Math.Max (0, newSC);
Inst.sc = newSC;
} else {
int newSC = Inst.sc += (int)Math.Ceiling (Inst.sc * -0.2);
newSC = Math.Min (0, newSC);
Inst.sc = newSC;
}
}