mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-22 15:57:28 +00:00
ups
This commit is contained in:
parent
7c50f1b9a9
commit
15a3d8238f
@ -20,7 +20,9 @@ MonoBehaviour:
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TimeLimit: 120
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TimeLimit: 120
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LevelMessage: 'Welcome, employee!
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LevelMessage: 'Welcome, employee!
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Please ensure the quality of our HexaTorus
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Please ensure the quality of our Torus product.
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product.'
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Dispose
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of defective units using the disposal belt.'
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SuccessMessage: Great job!
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SuccessMessage: Great job!
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FailureMessage: Try again!
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FailureMessage: Please try harder in the future!
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@ -21,7 +21,13 @@ MonoBehaviour:
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Quantity: 15
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Quantity: 15
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MaxDefectivePercentage: 25
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MaxDefectivePercentage: 25
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TimeLimit: 180
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TimeLimit: 180
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LevelMessage: We are pleased to announce that we have secured the capital for the
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LevelMessage: 'We have scaled up Torus production.
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expansion.
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The newest Torus assembly
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line is equipped with an automatic defect scanner, pay attention to its signals.
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We''re
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also happy to announce that an E(tm) production line is now operational.'
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SuccessMessage: Great job!
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SuccessMessage: Great job!
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FailureMessage: Try again!
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FailureMessage: Please try harder in the future!
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@ -22,6 +22,6 @@ MonoBehaviour:
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MaxDefectivePercentage: 25
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MaxDefectivePercentage: 25
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TimeLimit: 240
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TimeLimit: 240
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LevelMessage: We are pleased to announce that we have secured the capital for the
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LevelMessage: We are pleased to announce that we have secured the capital for the
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expansion.
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expansion of E(tm) production.
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SuccessMessage: Great job!
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SuccessMessage: Great job!
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FailureMessage: Try again!
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FailureMessage: Please try harder in the future!
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BIN
Assets/Meshes/machine2.fbx
(Stored with Git LFS)
BIN
Assets/Meshes/machine2.fbx
(Stored with Git LFS)
Binary file not shown.
@ -292,7 +292,7 @@ namespace Nothke.Interaction
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}
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}
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else
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else
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{
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{
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Cursor.lockState = CursorLockMode.Locked;
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//Cursor.lockState = CursorLockMode.Locked;
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//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
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//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
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}
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}
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#endif
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#endif
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@ -19,7 +19,7 @@ namespace KinematicCharacterController.Examples
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private void Start()
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private void Start()
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{
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{
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Cursor.lockState = CursorLockMode.Locked;
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//Cursor.lockState = CursorLockMode.Locked;
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// Tell camera to follow transform
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// Tell camera to follow transform
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CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
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CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
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@ -31,10 +31,10 @@ namespace KinematicCharacterController.Examples
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private void Update()
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private void Update()
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{
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{
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if (Input.GetMouseButtonDown(0))
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//if (Input.GetMouseButtonDown(0))
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{
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//{
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Cursor.lockState = CursorLockMode.Locked;
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// Cursor.lockState = CursorLockMode.Locked;
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}
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//}
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HandleCharacterInput();
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HandleCharacterInput();
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}
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}
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File diff suppressed because it is too large
Load Diff
25281
Assets/Scenes/Main.unity
25281
Assets/Scenes/Main.unity
File diff suppressed because it is too large
Load Diff
@ -1,6 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Text;
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using System.Text;
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using KinematicCharacterController.Examples;
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using TMPro;
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using TMPro;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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@ -8,6 +8,14 @@ using UnityEngine;
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public class Scoreboard: MonoBehaviour
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public class Scoreboard: MonoBehaviour
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{
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{
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public static Scoreboard Instance;
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public static Scoreboard Instance;
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public ExampleCharacterController Controller;
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public ExamplePlayer Player;
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public ExampleCharacterCamera Camera;
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public Transform StartPosition;
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public Transform StartLook;
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public StagingManager.StageEnum CurrentStage;
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public LevelObjective CurrentObjective;
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public LevelObjective CurrentObjective;
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public LevelObjective Stage1Objective;
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public LevelObjective Stage1Objective;
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@ -31,6 +39,8 @@ public class Scoreboard: MonoBehaviour
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public void StartStage(StagingManager.StageEnum stage)
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public void StartStage(StagingManager.StageEnum stage)
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{
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{
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CurrentStage = stage;
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switch (stage)
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switch (stage)
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{
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{
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case StagingManager.StageEnum.Level1:
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case StagingManager.StageEnum.Level1:
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@ -44,13 +54,15 @@ public class Scoreboard: MonoBehaviour
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break;
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break;
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}
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}
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RestartCurrentStage();
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UpdateText();
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UpdateText();
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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[MenuItem("Tools/Restart Level")]
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[MenuItem("Tools/Restart Level")]
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#endif
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#endif
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public static void RestartLevel()
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public static void RestartCurrentStage()
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{
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{
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foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
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foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
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{
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{
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@ -65,6 +77,12 @@ public class Scoreboard: MonoBehaviour
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Instance.SetObjective(Instance.CurrentObjective);
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Instance.SetObjective(Instance.CurrentObjective);
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Instance.UpdateText();
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Instance.UpdateText();
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Instance.Controller.Motor.SetPosition(Instance.StartPosition.position);
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Instance.Controller.Motor.SetRotation(Instance.StartPosition.rotation);
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Instance.Player.enabled = false;
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Instance.Camera.transform.rotation = Instance.StartLook.rotation;
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Instance.Player.enabled = true;
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}
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}
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public void SetObjective(LevelObjective objective)
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public void SetObjective(LevelObjective objective)
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@ -137,9 +155,32 @@ public class Scoreboard: MonoBehaviour
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{
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{
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StringBuilder sb = new();
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StringBuilder sb = new();
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int totalSeconds = (int) _timeLeft;
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int minutes = (int) _timeLeft / 60;
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int minutes = (int) _timeLeft / 60;
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int seconds = (int) _timeLeft % 60;
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int seconds = (int) _timeLeft % 60;
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sb.Append($"Time left: {minutes}:{seconds}\n");
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sb.Append("Time left: ");
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if (totalSeconds < 30)
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{
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sb.Append("<color=red>");
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}
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else
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{
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sb.Append("<color=green>");
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}
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if (seconds < 10)
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{
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sb.Append($"{minutes}:0{seconds}");
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}
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else
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{
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sb.Append($"{minutes}:{seconds}");
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}
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sb.Append("</color>\n");
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sb.Append("\n");
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sb.Append("\n");
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@ -167,19 +208,21 @@ public class Scoreboard: MonoBehaviour
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{
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{
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bool success = true;
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bool success = true;
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StringBuilder sb = new();
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foreach (var quota in CurrentObjective.Quotas)
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foreach (var quota in CurrentObjective.Quotas)
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{
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{
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if (!ProductCounts.ContainsKey(quota.Type))
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if (!ProductCounts.ContainsKey(quota.Type))
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{
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{
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success = false;
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success = false;
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Debug.LogError($"Not enough {quota.Type.name}");
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sb.Append($"Not a single product of type {quota.Type.name} was produced!\n");
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break;
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break;
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}
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}
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if (quota.Quantity > TotalCount(quota.Type))
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if (quota.Quantity > TotalCount(quota.Type))
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{
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{
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success = false;
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success = false;
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Debug.LogError($"Not enough {quota.Type.name}");
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sb.Append($"Not enough {quota.Type.name} were produced.\n");
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break;
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break;
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}
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}
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@ -188,13 +231,15 @@ public class Scoreboard: MonoBehaviour
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if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
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if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
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{
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{
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success = false;
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success = false;
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Debug.LogError($"Too many broken {quota.Type.name}");
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sb.Append($"Too many of {quota.Type.name} were defective!\n");
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break;
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break;
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}
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}
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Debug.Log($"{quota.Type.name}: Quality level: {DefectPercentage(quota.Type)}%");
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sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
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}
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}
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Debug.Log(success? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
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sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
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UIManager.Instance.PushStageComplete(success, sb.ToString());
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}
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}
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}
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}
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@ -1,8 +1,20 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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public class UIManager: MonoBehaviour
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public class UIManager: MonoBehaviour
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{
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{
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public static UIManager Instance;
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public void OnEnable()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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}
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public enum UIState
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public enum UIState
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{
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{
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MainMenu = 0,
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MainMenu = 0,
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@ -11,6 +23,7 @@ public class UIManager: MonoBehaviour
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HowToPlay = 3,
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HowToPlay = 3,
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StageSelect = 4,
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StageSelect = 4,
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ConfirmQuit = 5,
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ConfirmQuit = 5,
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StageComplete = 6,
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}
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}
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public List<UIState> StateStack = new List<UIState>() {UIState.MainMenu};
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public List<UIState> StateStack = new List<UIState>() {UIState.MainMenu};
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@ -19,8 +32,14 @@ public class UIManager: MonoBehaviour
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public GameObject Reticle;
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public GameObject Reticle;
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public GameObject HowToPlay;
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public GameObject HowToPlay;
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public GameObject StageSelect;
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public GameObject StageSelect;
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public GameObject Pause;
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public GameObject ConfirmQuit;
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public GameObject ConfirmQuit;
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public GameObject StageComplete;
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public GameObject RetryButton;
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public GameObject NextStageButton;
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public TextMeshProUGUI StageCompleteText;
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public void Start()
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public void Start()
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{
|
{
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||||||
MainMenu.SetActive(false);
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MainMenu.SetActive(false);
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||||||
@ -28,6 +47,8 @@ public class UIManager: MonoBehaviour
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HowToPlay.SetActive(false);
|
HowToPlay.SetActive(false);
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StageSelect.SetActive(false);
|
StageSelect.SetActive(false);
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ConfirmQuit.SetActive(false);
|
ConfirmQuit.SetActive(false);
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||||||
|
Pause.SetActive(false);
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||||||
|
StageComplete.SetActive(false);
|
||||||
|
|
||||||
PushState(UIState.MainMenu);
|
PushState(UIState.MainMenu);
|
||||||
}
|
}
|
||||||
@ -36,15 +57,104 @@ public class UIManager: MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (StateStack.Count > 0)
|
if (StateStack.Count > 0)
|
||||||
{
|
{
|
||||||
|
if (StateStack[0] == state)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
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||||||
|
|
||||||
OnExitState(StateStack[0]);
|
OnExitState(StateStack[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PopState();
|
||||||
StateStack.Add(state);
|
StateStack.Add(state);
|
||||||
OnEnterState(state);
|
OnEnterState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void PushMainMenu()
|
||||||
|
{
|
||||||
|
PushState(UIState.MainMenu);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PushHowToPlay()
|
||||||
|
{
|
||||||
|
PushState(UIState.HowToPlay);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PushStageSelect()
|
||||||
|
{
|
||||||
|
PushState(UIState.StageSelect);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PushConfirmQuit()
|
||||||
|
{
|
||||||
|
PushState(UIState.ConfirmQuit);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
TryTogglePause();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TryTogglePause()
|
||||||
|
{
|
||||||
|
switch (StateStack[0])
|
||||||
|
{
|
||||||
|
case UIState.Game:
|
||||||
|
PushState(UIState.Pause);
|
||||||
|
break;
|
||||||
|
case UIState.Pause:
|
||||||
|
PushState(UIState.Game);
|
||||||
|
break;
|
||||||
|
case UIState.MainMenu:
|
||||||
|
PushState(UIState.ConfirmQuit);
|
||||||
|
break;
|
||||||
|
case UIState.ConfirmQuit:
|
||||||
|
PushState(UIState.MainMenu);
|
||||||
|
break;
|
||||||
|
case UIState.StageSelect:
|
||||||
|
PushState(UIState.MainMenu);
|
||||||
|
break;
|
||||||
|
case UIState.HowToPlay:
|
||||||
|
TryBackFromHelp();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool gameRunning;
|
||||||
|
|
||||||
|
public void TryToggleHelp()
|
||||||
|
{
|
||||||
|
if (StateStack[0] == UIState.Game)
|
||||||
|
{
|
||||||
|
PushState(UIState.HowToPlay);
|
||||||
|
}
|
||||||
|
else if (StateStack[0] == UIState.HowToPlay)
|
||||||
|
{
|
||||||
|
if (!gameRunning)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
PushState(UIState.Game);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TryBackFromHelp()
|
||||||
|
{
|
||||||
|
if (gameRunning)
|
||||||
|
{
|
||||||
|
PushState(UIState.Game);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PushState(UIState.MainMenu);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void PopState()
|
public void PopState()
|
||||||
{
|
{
|
||||||
|
bool backToMain = false;
|
||||||
|
|
||||||
if (StateStack.Count > 0)
|
if (StateStack.Count > 0)
|
||||||
{
|
{
|
||||||
OnExitState(StateStack[0]);
|
OnExitState(StateStack[0]);
|
||||||
@ -60,8 +170,29 @@ public class UIManager: MonoBehaviour
|
|||||||
MainMenu.SetActive(true);
|
MainMenu.SetActive(true);
|
||||||
break;
|
break;
|
||||||
case UIState.Game:
|
case UIState.Game:
|
||||||
|
AudioListener.pause = false;
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
Reticle.SetActive(true);
|
Reticle.SetActive(true);
|
||||||
break;
|
break;
|
||||||
|
case UIState.ConfirmQuit:
|
||||||
|
ConfirmQuit.SetActive(true);
|
||||||
|
break;
|
||||||
|
case UIState.StageSelect:
|
||||||
|
StageSelect.SetActive(true);
|
||||||
|
break;
|
||||||
|
case UIState.HowToPlay:
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
HowToPlay.SetActive(true);
|
||||||
|
break;
|
||||||
|
case UIState.Pause:
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
Pause.SetActive(true);
|
||||||
|
break;
|
||||||
|
case UIState.StageComplete:
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
StageComplete.SetActive(true);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -74,18 +205,94 @@ public class UIManager: MonoBehaviour
|
|||||||
break;
|
break;
|
||||||
case UIState.Game:
|
case UIState.Game:
|
||||||
Reticle.SetActive(false);
|
Reticle.SetActive(false);
|
||||||
|
AudioListener.pause = true;
|
||||||
|
Time.timeScale = 0f;
|
||||||
|
break;
|
||||||
|
case UIState.ConfirmQuit:
|
||||||
|
ConfirmQuit.SetActive(false);
|
||||||
|
break;
|
||||||
|
case UIState.StageSelect:
|
||||||
|
StageSelect.SetActive(false);
|
||||||
|
break;
|
||||||
|
case UIState.HowToPlay:
|
||||||
|
HowToPlay.SetActive(false);
|
||||||
|
break;
|
||||||
|
case UIState.Pause:
|
||||||
|
Pause.SetActive(false);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartStage(int stage)
|
public void StartStage(int stage)
|
||||||
{
|
{
|
||||||
|
gameRunning = true;
|
||||||
|
|
||||||
|
Time.timeScale = 1f;
|
||||||
Scoreboard.Instance.StartStage((StagingManager.StageEnum)stage);
|
Scoreboard.Instance.StartStage((StagingManager.StageEnum)stage);
|
||||||
PushState(UIState.Game);
|
PushState(UIState.Game);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RestartStage()
|
||||||
|
{
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Scoreboard.RestartCurrentStage();
|
||||||
|
PushState(UIState.Game);
|
||||||
|
}
|
||||||
|
|
||||||
public void Quit()
|
public void Quit()
|
||||||
{
|
{
|
||||||
Application.Quit();
|
Application.Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
|
{
|
||||||
|
TryTogglePause();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.F1))
|
||||||
|
{
|
||||||
|
TryToggleHelp();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PushStageComplete(bool success, string message)
|
||||||
|
{
|
||||||
|
if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3)
|
||||||
|
{
|
||||||
|
NextStageButton.SetActive(false);
|
||||||
|
RetryButton.SetActive(false);
|
||||||
|
}
|
||||||
|
if (success)
|
||||||
|
{
|
||||||
|
NextStageButton.SetActive(true);
|
||||||
|
RetryButton.SetActive(false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NextStageButton.SetActive(false);
|
||||||
|
RetryButton.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
StageCompleteText.text = message;
|
||||||
|
PushState(UIState.StageComplete);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void NextStage()
|
||||||
|
{
|
||||||
|
switch (Scoreboard.Instance.CurrentStage)
|
||||||
|
{
|
||||||
|
case StagingManager.StageEnum.Level1:
|
||||||
|
StartStage(1);
|
||||||
|
break;
|
||||||
|
case StagingManager.StageEnum.Level2:
|
||||||
|
StartStage(2);
|
||||||
|
break;
|
||||||
|
case StagingManager.StageEnum.Level3:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user