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Added defect detector prefab.
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447
Assets/Prefabs/Defect Detector.prefab
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447
Assets/Prefabs/Defect Detector.prefab
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7
Assets/Prefabs/Defect Detector.prefab.meta
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13
Assets/Scripts/Machines/AudioAlarm.cs
Normal file
13
Assets/Scripts/Machines/AudioAlarm.cs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AudioAlarm : MonoBehaviour
|
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|
{
|
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|
public float Duration;
|
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|
|
||||||
|
private bool _isPlaying;
|
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|
|
||||||
|
public void PlayAlarm()
|
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|
{
|
||||||
|
Debug.Log("Playing alarm");
|
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|
}
|
||||||
|
}
|
3
Assets/Scripts/Machines/AudioAlarm.cs.meta
Normal file
3
Assets/Scripts/Machines/AudioAlarm.cs.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c996d1be4ecb4e8d92bc4344f7f98854
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timeCreated: 1723921340
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59
Assets/Scripts/Machines/StationaryDefectDetector.cs
Normal file
59
Assets/Scripts/Machines/StationaryDefectDetector.cs
Normal file
@ -0,0 +1,59 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
public class StationaryDefectDetector : MonoBehaviour
|
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|
{
|
||||||
|
public UnityEvent AlarmEvent;
|
||||||
|
|
||||||
|
[Range(0, 100)]
|
||||||
|
public int FalsePositiveChance;
|
||||||
|
[Range(0, 100)]
|
||||||
|
public int FalseNegativeChance;
|
||||||
|
|
||||||
|
public List<Product> _detectedDefects;
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (other.TryGetComponent(out Product product))
|
||||||
|
{
|
||||||
|
if (_detectedDefects.Contains(product))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_detectedDefects.Add(product);
|
||||||
|
|
||||||
|
if (other.TryGetComponent(out DefectiveProduct defectiveProduct))
|
||||||
|
{
|
||||||
|
var falseNegativeRoll = Random.Range(0, 100);
|
||||||
|
|
||||||
|
if (falseNegativeRoll > FalseNegativeChance)
|
||||||
|
{
|
||||||
|
AlarmEvent.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var falsePositiveRoll = Random.Range(0, 100);
|
||||||
|
|
||||||
|
if (falsePositiveRoll < FalsePositiveChance)
|
||||||
|
{
|
||||||
|
AlarmEvent.Invoke();
|
||||||
|
}
|
||||||
|
}
|
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|
}
|
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|
}
|
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|
|
||||||
|
private void OnTriggerExit(Collider other)
|
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|
{
|
||||||
|
if (other.TryGetComponent(out DefectiveProduct product))
|
||||||
|
{
|
||||||
|
if (_detectedDefects.Contains(product))
|
||||||
|
{
|
||||||
|
_detectedDefects.Remove(product);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Scripts/Machines/StationaryDefectDetector.cs.meta
Normal file
3
Assets/Scripts/Machines/StationaryDefectDetector.cs.meta
Normal file
@ -0,0 +1,3 @@
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|
fileFormatVersion: 2
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|
guid: e00ad13b6427460abe6c3aec6566b6e5
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|
timeCreated: 1723920624
|
@ -17,14 +17,14 @@ public class ProductDescription : ScriptableObject
|
|||||||
|
|
||||||
public GameObject GetRandomProduct()
|
public GameObject GetRandomProduct()
|
||||||
{
|
{
|
||||||
float randomValue = Random.value;
|
float randomValue = Random.Range(0, 100);
|
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float sum = 0;
|
float sum = 0;
|
||||||
|
|
||||||
for (var i = 0; i < Products.Length; i++)
|
for (var i = 0; i < Products.Length; i++)
|
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{
|
{
|
||||||
var product = Products[i];
|
var product = Products[i];
|
||||||
|
|
||||||
sum += product.Probability / 100f;
|
sum += product.Probability;
|
||||||
if (randomValue <= sum)
|
if (randomValue <= sum)
|
||||||
{
|
{
|
||||||
return product.Prefab;
|
return product.Prefab;
|
||||||
|
Loading…
Reference in New Issue
Block a user