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11 changed files with 60 additions and 365 deletions

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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -1217,10 +1217,6 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: Defect Detector value: Defect Detector
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 8140899253408661228, guid: 164bcef21fc47d947ac09a8922e04c53, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
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propertyPath: Size.y propertyPath: Size.y
value: 8 value: 8
@ -2995,7 +2991,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: ProductionPhases.Array.data[2].Duration propertyPath: ProductionPhases.Array.data[2].Duration
value: 20 value: 30
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[1].TotalSpawnCount propertyPath: ProductionPhases.Array.data[1].TotalSpawnCount
value: 23 value: 30
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount
@ -4342,7 +4338,7 @@ PrefabInstance:
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -8471,7 +8467,7 @@ PrefabInstance:
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propertyPath: ProductionPhases.Array.data[2].Duration propertyPath: ProductionPhases.Array.data[2].Duration
value: 60 value: 120
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: ProductionPhases.Array.data[0].ProductType propertyPath: ProductionPhases.Array.data[0].ProductType
@ -8495,7 +8491,7 @@ PrefabInstance:
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propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount propertyPath: ProductionPhases.Array.data[2].TotalSpawnCount
value: 10 value: 30
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 7172902202437184265, guid: a3cb7267f99421c4b9912896d1eb7a41, type: 3} - target: {fileID: 7172902202437184265, guid: a3cb7267f99421c4b9912896d1eb7a41, type: 3}
propertyPath: m_ConnectedAnchor.x propertyPath: m_ConnectedAnchor.x
@ -9938,7 +9934,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
value: 0 value: -0.25
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -11231,7 +11227,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
value: 0 value: -0.25
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -11733,7 +11729,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!4 &638405052 --- !u!4 &638405052
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -18917,7 +18913,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
value: 0 value: -0.25
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -19543,7 +19539,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -21525,15 +21521,18 @@ MonoBehaviour:
Your job is to <b>remove defective Your job is to <b>remove defective
products from the production lines.</b> \nWhen you spot a defective product, products from the production line.</b> When you spot a defective product, approach
press and hold <b>[LMB]</b> to take it in your hands. \nRelease <b>[LMB]</b> it and press and hold <b>[LMB]</b> to take it in your hands
to drop the product.
Defective products
should be disposed of at specialized disposal lines.
You have also been issued a hammer. \nPress <b>[RMB]</b> You have also been
to apply light mechanical force to the product in question. In time you will issued a hammer. Press <b>[RMB]</b> to apply light mechanical force to the product
learn to discern the defective products by sound alone.' in question. In time you will learn to discern the defective products by sound
alone.'
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
@ -23323,7 +23322,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -25099,7 +25098,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@ -25887,6 +25886,10 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z propertyPath: m_LocalEulerAnglesHint.z
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 114565867274256808, guid: d295472d4ce25404e9aed2627c34801f, type: 3}
propertyPath: JumpUpSpeed
value: 10
objectReference: {fileID: 0}
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propertyPath: MaxAirMoveSpeed propertyPath: MaxAirMoveSpeed
value: 5 value: 5
@ -30748,7 +30751,7 @@ GameObject:
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m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
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Transform: Transform:
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View File

@ -198,24 +198,11 @@ 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>");
} }
} }
@ -246,17 +233,14 @@ 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($"Too many of {quota.Type.name} were defective!\n");
break;
} }
sb.Append("\n"); sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\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

@ -171,13 +171,7 @@ 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;
@ -226,9 +220,6 @@ 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;
} }
} }
@ -270,12 +261,12 @@ public class UIManager: MonoBehaviour
public void PushStageComplete(bool success, string message) public void PushStageComplete(bool success, string message)
{ {
if (success && Scoreboard.Instance.CurrentStage == StagingManager.StageEnum.Level3) if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3)
{ {
NextStageButton.SetActive(false); NextStageButton.SetActive(false);
RetryButton.SetActive(false); RetryButton.SetActive(false);
} }
else if (success) if (success)
{ {
NextStageButton.SetActive(true); NextStageButton.SetActive(true);
RetryButton.SetActive(false); RetryButton.SetActive(false);
@ -295,10 +286,10 @@ public class UIManager: MonoBehaviour
switch (Scoreboard.Instance.CurrentStage) switch (Scoreboard.Instance.CurrentStage)
{ {
case StagingManager.StageEnum.Level1: case StagingManager.StageEnum.Level1:
StartStage(2); StartStage(1);
break; break;
case StagingManager.StageEnum.Level2: case StagingManager.StageEnum.Level2:
StartStage(4); StartStage(2);
break; break;
case StagingManager.StageEnum.Level3: case StagingManager.StageEnum.Level3:
break; break;