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7 Commits

Author SHA1 Message Date
Daniel Tyomin 7d12ececd8 disabled pooling to ensure audio in build 2024-08-20 12:19:19 +02:00
Daniel Tyomin e14d53f862 text ups 2024-08-20 11:56:59 +02:00
Daniel Tyomin bf79cbafd2 tweaks 2024-08-20 11:53:31 +02:00
Daniel Tyomin 5d338b14f3 tweaks 2024-08-20 11:45:02 +02:00
Daniel Tyomin f78ac78893 fixing and tweaking stuff 2024-08-20 11:39:32 +02:00
Daniel Tyomin 7764a0e697 Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 10:50:11 +02:00
Daniel Tyomin a88f8cb12f non-exitable window fix 2024-08-20 10:50:07 +02:00
11 changed files with 376 additions and 71 deletions

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m_Bits: 0
m_ExcludeLayers:
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m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
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@ -164,8 +270,8 @@ Transform:
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serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.0126, y: 1.875, z: 0} m_LocalPosition: {x: 0.9874, y: 1.875, z: 0}
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
m_Children: [] m_Children: []
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
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propertyPath: m_Name propertyPath: m_Name
value: Defect Detector value: Defect Detector
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propertyPath: Size.y propertyPath: Size.y
value: 8 value: 8
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propertyPath: ProductionPhases.Array.data[0].ProductType propertyPath: ProductionPhases.Array.data[0].ProductType
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: ProductionPhases.Array.data[0].ProductType propertyPath: ProductionPhases.Array.data[0].ProductType
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propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount
value: 30 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_ConnectedAnchor.x propertyPath: m_ConnectedAnchor.x
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -11227,7 +11231,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
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m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!4 &638405052 --- !u!4 &638405052
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -18913,7 +18917,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -19539,7 +19543,7 @@ PrefabInstance:
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@ -21521,18 +21525,15 @@ MonoBehaviour:
Your job is to <b>remove defective Your job is to <b>remove defective
products from the production line.</b> When you spot a defective product, approach products from the production lines.</b> \nWhen you spot a defective product,
it and press and hold <b>[LMB]</b> to take it in your hands press and hold <b>[LMB]</b> to take it in your hands. \nRelease <b>[LMB]</b>
to drop the product.
Defective products
should be disposed of at specialized disposal lines.
You have also been You have also been issued a hammer. \nPress <b>[RMB]</b>
issued a hammer. Press <b>[RMB]</b> to apply light mechanical force to the product to apply light mechanical force to the product in question. In time you will
in question. In time you will learn to discern the defective products by sound learn to discern the defective products by sound alone.'
alone.'
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -25886,10 +25887,6 @@ PrefabInstance:
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propertyPath: MaxAirMoveSpeed propertyPath: MaxAirMoveSpeed
value: 5 value: 5
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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

@ -10,7 +10,7 @@
/// Pooling creates a few sources on start and saves them in a queue, reusing them on every play, /// Pooling creates a few sources on start and saves them in a queue, reusing them on every play,
/// so sources are not created and destroyed every time played, freeing GC. /// so sources are not created and destroyed every time played, freeing GC.
/// If you don't want to use pooling, comment this line: /// If you don't want to use pooling, comment this line:
#define POOLING //#define POOLING
/// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources /// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources
//#define ENABLE_SPATIALIZER_API //#define ENABLE_SPATIALIZER_API

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;
@ -220,6 +226,9 @@ public class UIManager: MonoBehaviour
case UIState.Pause: case UIState.Pause:
Pause.SetActive(false); Pause.SetActive(false);
break; break;
case UIState.StageComplete:
StageComplete.SetActive(false);
break;
} }
} }
@ -261,12 +270,12 @@ public class UIManager: MonoBehaviour
public void PushStageComplete(bool success, string message) public void PushStageComplete(bool success, string message)
{ {
if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3) if (success && Scoreboard.Instance.CurrentStage == StagingManager.StageEnum.Level3)
{ {
NextStageButton.SetActive(false); NextStageButton.SetActive(false);
RetryButton.SetActive(false); RetryButton.SetActive(false);
} }
if (success) else if (success)
{ {
NextStageButton.SetActive(true); NextStageButton.SetActive(true);
RetryButton.SetActive(false); RetryButton.SetActive(false);
@ -286,10 +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;