fixing and tweaking stuff

This commit is contained in:
Daniel Tyomin 2024-08-20 11:39:32 +02:00
parent 7764a0e697
commit f78ac78893
10 changed files with 353 additions and 53 deletions

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m_LocalScale: {x: 1.275125, y: 0.41488063, z: 1.75} m_LocalScale: {x: 3.2751586, y: 0.41488063, z: 1.75}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
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Transform: Transform:
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View File

@ -198,11 +198,24 @@ public class Scoreboard: MonoBehaviour
{ {
if (ProductCounts.ContainsKey(quota.Type)) if (ProductCounts.ContainsKey(quota.Type))
{ {
if (quota.Quantity <= TotalCount(quota.Type))
{
sb.Append("<color=green>");
}
else
{
sb.Append("<color=red>");
}
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n"); sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
sb.Append("</color>");
} }
else else
{ {
sb.Append("<color=red>");
sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n"); sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n");
sb.Append("</color>");
} }
} }
@ -233,14 +246,17 @@ public class Scoreboard: MonoBehaviour
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n"); sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
sb.Append("\n");
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type)) if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
{ {
success = false; success = false;
sb.Append($"Too many of {quota.Type.name} were defective!\n"); sb.Append($"Too many of {quota.Type.name} were defective!\n");
break;
} }
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n"); sb.Append("\n");
} }
sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage); sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);

View File

@ -171,7 +171,13 @@ public class UIManager: MonoBehaviour
break; break;
case UIState.Game: case UIState.Game:
AudioListener.pause = false; AudioListener.pause = false;
#if UNITY_EDITOR
Time.timeScale = 1f; Time.timeScale = 1f;
#else
Time.timeScale = 1f;
#endif
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
Reticle.SetActive(true); Reticle.SetActive(true);
break; break;
@ -289,10 +295,10 @@ public class UIManager: MonoBehaviour
switch (Scoreboard.Instance.CurrentStage) switch (Scoreboard.Instance.CurrentStage)
{ {
case StagingManager.StageEnum.Level1: case StagingManager.StageEnum.Level1:
StartStage(1); StartStage(2);
break; break;
case StagingManager.StageEnum.Level2: case StagingManager.StageEnum.Level2:
StartStage(2); StartStage(4);
break; break;
case StagingManager.StageEnum.Level3: case StagingManager.StageEnum.Level3:
break; break;