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11 Commits

Author SHA1 Message Date
nothke
da0531f6a9 PSX RP 2024-08-21 15:58:59 +02:00
nothke
aed0ce73df Walkways texture and lighting 2024-08-21 15:25:22 +02:00
nothke
a91674f624 Butler script 2024-08-21 15:07:06 +02:00
nothke
15cbb9d20e Cleaner conveyor texture 2024-08-21 15:06:53 +02:00
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
87 changed files with 4486 additions and 266 deletions

View File

@@ -17,11 +17,12 @@ MonoBehaviour:
- Type: {fileID: 11400000, guid: 6f11438f5cec6a24cb2a32fccc6244d1, type: 2} - Type: {fileID: 11400000, guid: 6f11438f5cec6a24cb2a32fccc6244d1, type: 2}
Quantity: 20 Quantity: 20
MaxDefectivePercentage: 30 MaxDefectivePercentage: 30
TimeLimit: 120 TimeLimit: 170
LevelMessage: 'Welcome, employee! LevelMessage: 'Welcome, employee!
Please ensure the quality of our Torus product. Please ensure the quality of our Torus product.
Dispose Dispose
of defective units using the disposal belt.' of defective units using the disposal belt.'
SuccessMessage: Great job! SuccessMessage: Great job!

View File

@@ -20,7 +20,7 @@ MonoBehaviour:
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Quantity: 15 Quantity: 15
MaxDefectivePercentage: 25 MaxDefectivePercentage: 25
TimeLimit: 180 TimeLimit: 230
LevelMessage: 'We have scaled up Torus production. LevelMessage: 'We have scaled up Torus production.
The newest Torus assembly The newest Torus assembly
@@ -29,5 +29,5 @@ MonoBehaviour:
We''re We''re
also happy to announce that an E(tm) production line is now operational.' also happy to announce that an E(tm) production line is now operational.'
SuccessMessage: Great job! SuccessMessage: Onward to new achievements!
FailureMessage: Please try harder in the future! FailureMessage: You can do it!

View File

@@ -20,8 +20,12 @@ MonoBehaviour:
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Quantity: 40 Quantity: 40
MaxDefectivePercentage: 25 MaxDefectivePercentage: 25
TimeLimit: 240 TimeLimit: 265
LevelMessage: We are pleased to announce that we have secured the capital for the LevelMessage: 'We are pleased to announce that we have secured the capital to expand
expansion of E(tm) production. the E(tm) production.
SuccessMessage: Great job!
FailureMessage: Please try harder in the future!
Please familiarize yourself with the new crane-powered
production line!'
SuccessMessage: Congratulations! You have completed all the shifts!
FailureMessage: Don't give up!

View File

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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@@ -59,25 +70,70 @@ Material:
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@@ -8,16 +8,23 @@ Material:
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m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: [] m_ValidKeywords:
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- _FOG_ON
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- _LIGHTING_DYNAMIC_ON
- _SHADING_EVALUATION_MODE_PER_VERTEX
- _TEXTURE_FILTER_MODE_TEXTURE_IMPORT_SETTINGS
m_InvalidKeywords: [] m_InvalidKeywords: []
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 2800000, guid: 4e76002f02c7e8c4290fb7bf8cb0fdc1, type: 3} m_Texture: {fileID: 2800000, guid: 4e76002f02c7e8c4290fb7bf8cb0fdc1, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@@ -71,16 +82,39 @@ Material:
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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- _DoubleSidedNormalMode: 0
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- _FlipTop: 0 - _FlipTop: 0
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- _LightingDynamic: 1
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@@ -88,15 +122,37 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
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- _DrawDistanceOverride: {r: 100, g: 10000, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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@@ -8,16 +8,23 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: box m_Name: box
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m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: [] m_ValidKeywords:
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- _LIGHTING_DYNAMIC_ON
- _SHADING_EVALUATION_MODE_PER_VERTEX
- _TEXTURE_FILTER_MODE_TEXTURE_IMPORT_SETTINGS
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m_LockedProperties: m_LockedProperties:
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@@ -43,6 +50,10 @@ Material:
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m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissionTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
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@@ -59,25 +70,70 @@ Material:
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@@ -8,16 +8,23 @@ Material:
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@@ -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>");
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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>");
} }
} }
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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");
} }
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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;

File diff suppressed because one or more lines are too long

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},
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@@ -41,6 +50,17 @@
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}, },
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@@ -3,7 +3,7 @@
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@@ -36,9 +34,9 @@ GraphicsSettings:
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altNegativeButton:
altPositiveButton: joystick button 4
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Validate
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: return
altNegativeButton:
altPositiveButton: joystick button 0
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Persistent
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: right shift
altNegativeButton:
altPositiveButton: joystick button 2
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Multiplier
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left shift
altNegativeButton:
altPositiveButton: joystick button 3
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Horizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Vertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Debug Vertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 2
axis: 6
joyNum: 0
- serializedVersion: 3
m_Name: Debug Horizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 2
axis: 5
joyNum: 0
m_UsePhysicalKeys: 1

View File

@@ -11,7 +11,7 @@ TagManager:
- -
- Water - Water
- UI - UI
- - FactoryWalls
- -
- -
- -

57
publish-to-itch.py Normal file
View File

@@ -0,0 +1,57 @@
# A script for single [double] click uploading to itch using butler
# by Nothke
#
# Requirements:
# - Installed butler: https://itch.io/docs/butler/
# - butler added to PATH
#
# How to use:
# 1. Put this script in your project folder,
# 2. Edit the script by adding project names and ignores below
# 3. Run the script!
import os
import subprocess
import shutil
from shutil import ignore_patterns
# --------------------------------------------
# ---- Add your project's specifics here! ----
# --------------------------------------------
source = "Build" # folder relative to script
target = "nothke/quality-control" # target itch project user/game
channel = "windows" # win|windows/linux/mac|osx/android [-stable, -beta]
# Add subfolders or patterns here to ignore
ignores = [
"dontuploadthis",
"MyIL2CPPGameName_BackUpThisFolder_ButDontShipItWithYourGame"
]
# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
# XXXXXX Code, don't touch this: XXXXXXX
script_path = os.path.dirname(os.path.realpath(__file__))
source_path = script_path + "\\" + source
if not os.path.isdir(source_path):
print("Source folder " + source_path + " doesn't exist or is not a folder")
os._exit(1)
input("Ready to publish. Are you sure? Hit enter..")
# Copy to temporary folder to ignore certain files
#os.mkdir(script_path + "\\" + "butler_script_temp")
temp_path = script_path + "\\butler_script_temp"
shutil.copytree(source_path, temp_path,
ignore = ignore_patterns(*ignores))
#print("calling: butler push " + source_path + " " + target + ":" + channel)
# UPLOAD TO ITCH!
subprocess.call(['butler', 'push', temp_path, target + ":" + channel])
#remove the temporary folder
shutil.rmtree(temp_path)
input("Press Enter to close..")