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Assembling Main scene.
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@@ -1,10 +1,10 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class DefectMaterialVisualizer: MonoBehaviour, IDefectVisualizer
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public class DefectMaterialVisualizer : MonoBehaviour, IDefectVisualizer
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{
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public MeshRenderer MeshRenderer;
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private List<DefectType> supportedDefects = new()
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{
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DefectType.Hex_MissingMaterial_1,
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@@ -13,17 +13,19 @@ public class DefectMaterialVisualizer: MonoBehaviour, IDefectVisualizer
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DefectType.Hex_MissingMaterial_4,
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DefectType.Hex_MissingMaterial_5,
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};
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public void VisualizeDefect(DefectType defectType)
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{
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var materials = MeshRenderer.sharedMaterials;
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for (var i = 0; i < supportedDefects.Count; i++)
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{
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if (!defectType.HasFlag(supportedDefects[i]))
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if (defectType.HasFlag(supportedDefects[i]))
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{
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continue;
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materials[i + 1] = null;
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}
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MeshRenderer.materials[i] = GameAssets.Instance.MissingMaterial;
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}
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MeshRenderer.sharedMaterials = materials;
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}
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}
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@@ -15,6 +15,9 @@ public class ProductType : ScriptableObject
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public int Probability;
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}
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public AudioClip[] normalClips;
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public AudioClip[] defectiveClips;
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public DefectProbability[] DefectProbabilities;
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public static void SpawnProduct(ProductType type, Transform origin)
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@@ -42,4 +45,13 @@ public class ProductType : ScriptableObject
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return DefectType.None;
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}
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public AudioClip SelectClip(bool defective)
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{
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var clips = defective ? defectiveClips : normalClips;
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int index = Random.Range(0, clips.Length);
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return clips[index];
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}
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}
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