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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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- target: {fileID: 7172902202437184265, guid: a3cb7267f99421c4b9912896d1eb7a41, type: 3}
propertyPath: m_ConnectedAnchor.x
@ -9934,7 +9938,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 8340031753597466798, guid: 9d41acef597ef464eb0057ad687c021d, type: 3}
propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8340031753597466798, guid: 9d41acef597ef464eb0057ad687c021d, type: 3}
propertyPath: m_LocalPosition.z
@ -11227,7 +11231,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.z
@ -11729,7 +11733,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!4 &638405052
Transform:
m_ObjectHideFlags: 0
@ -18913,7 +18917,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.z
@ -19539,7 +19543,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4626647624635935874, guid: 52253a366fba6644b8983c5cf7fbfc9f, type: 3}
propertyPath: m_LocalPosition.z
@ -21521,18 +21525,15 @@ MonoBehaviour:
Your job is to <b>remove defective
products from the production line.</b> When you spot a defective product, approach
it and press and hold <b>[LMB]</b> to take it in your hands
Defective products
should be disposed of at specialized disposal lines.
products from the production lines.</b> \nWhen you spot a defective product,
press and hold <b>[LMB]</b> to take it in your hands. \nRelease <b>[LMB]</b>
to drop the product.
You have also been
issued a hammer. Press <b>[RMB]</b> to apply light mechanical force to the product
in question. In time you will learn to discern the defective products by sound
alone.'
You have also been issued a hammer. \nPress <b>[RMB]</b>
to apply light mechanical force to the product in question. In time you will
learn to discern the defective products by sound alone.'
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
@ -23322,7 +23323,7 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1323040730376936444, guid: 57ad505827c2820409787877f8d9d36d, type: 3}
propertyPath: m_LocalPosition.z
@ -25098,7 +25099,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 8340031753597466798, guid: 9d41acef597ef464eb0057ad687c021d, type: 3}
propertyPath: m_LocalPosition.y
value: -0.25
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8340031753597466798, guid: 9d41acef597ef464eb0057ad687c021d, type: 3}
propertyPath: m_LocalPosition.z
@ -25886,10 +25887,6 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 114565867274256808, guid: d295472d4ce25404e9aed2627c34801f, type: 3}
propertyPath: JumpUpSpeed
value: 10
objectReference: {fileID: 0}
- target: {fileID: 114565867274256808, guid: d295472d4ce25404e9aed2627c34801f, type: 3}
propertyPath: MaxAirMoveSpeed
value: 5
@ -30751,7 +30748,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
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Transform:
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View File

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

View File

@ -10,7 +10,7 @@
/// 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.
/// 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
//#define ENABLE_SPATIALIZER_API

View File

@ -171,7 +171,13 @@ public class UIManager: MonoBehaviour
break;
case UIState.Game:
AudioListener.pause = false;
#if UNITY_EDITOR
Time.timeScale = 1f;
#else
Time.timeScale = 1f;
#endif
Cursor.lockState = CursorLockMode.Locked;
Reticle.SetActive(true);
break;
@ -220,6 +226,9 @@ public class UIManager: MonoBehaviour
case UIState.Pause:
Pause.SetActive(false);
break;
case UIState.StageComplete:
StageComplete.SetActive(false);
break;
}
}
@ -261,12 +270,12 @@ public class UIManager: MonoBehaviour
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);
RetryButton.SetActive(false);
}
if (success)
else if (success)
{
NextStageButton.SetActive(true);
RetryButton.SetActive(false);
@ -286,10 +295,10 @@ public class UIManager: MonoBehaviour
switch (Scoreboard.Instance.CurrentStage)
{
case StagingManager.StageEnum.Level1:
StartStage(1);
StartStage(2);
break;
case StagingManager.StageEnum.Level2:
StartStage(2);
StartStage(4);
break;
case StagingManager.StageEnum.Level3:
break;