mirror of
https://github.com/nothke/quality-control.git
synced 2025-08-13 08:43:43 +00:00
fixing and tweaking stuff
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@@ -198,11 +198,24 @@ public class Scoreboard: MonoBehaviour
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{
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if (ProductCounts.ContainsKey(quota.Type))
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{
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if (quota.Quantity <= TotalCount(quota.Type))
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{
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sb.Append("<color=green>");
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}
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else
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{
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sb.Append("<color=red>");
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}
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sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
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sb.Append("</color>");
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}
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else
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{
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sb.Append("<color=red>");
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sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n");
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sb.Append("</color>");
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}
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}
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@@ -233,14 +246,17 @@ public class Scoreboard: MonoBehaviour
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sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
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sb.Append("\n");
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sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
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if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
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{
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success = false;
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sb.Append($"Too many of {quota.Type.name} were defective!\n");
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break;
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}
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sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
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sb.Append("\n");
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}
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sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
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@@ -171,7 +171,13 @@ public class UIManager: MonoBehaviour
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break;
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case UIState.Game:
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AudioListener.pause = false;
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#if UNITY_EDITOR
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Time.timeScale = 1f;
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#else
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Time.timeScale = 1f;
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#endif
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Cursor.lockState = CursorLockMode.Locked;
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Reticle.SetActive(true);
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break;
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@@ -289,10 +295,10 @@ public class UIManager: MonoBehaviour
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switch (Scoreboard.Instance.CurrentStage)
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{
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case StagingManager.StageEnum.Level1:
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StartStage(1);
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StartStage(2);
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break;
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case StagingManager.StageEnum.Level2:
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StartStage(2);
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StartStage(4);
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break;
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case StagingManager.StageEnum.Level3:
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break;
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