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7d12ececd8
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3fe6bd51eb
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@ -21525,15 +21521,18 @@ MonoBehaviour:
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Your job is to <b>remove defective
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products from the production lines.</b> \nWhen you spot a defective product,
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press and hold <b>[LMB]</b> to take it in your hands. \nRelease <b>[LMB]</b>
|
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to drop the product.
|
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products from the production line.</b> When you spot a defective product, approach
|
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it and press and hold <b>[LMB]</b> to take it in your hands
|
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|
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Defective products
|
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should be disposed of at specialized disposal lines.
|
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|
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|
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|
||||
You have also been issued a hammer. \nPress <b>[RMB]</b>
|
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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. Press <b>[RMB]</b> to apply light mechanical force to the product
|
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in question. In time you will learn to discern the defective products by sound
|
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alone.'
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--- !u!4 &1635000037
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Transform:
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|
@ -198,24 +198,11 @@ public class Scoreboard: MonoBehaviour
|
||||
{
|
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if (ProductCounts.ContainsKey(quota.Type))
|
||||
{
|
||||
if (quota.Quantity <= TotalCount(quota.Type))
|
||||
{
|
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sb.Append("<color=green>");
|
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}
|
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else
|
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{
|
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sb.Append("<color=red>");
|
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}
|
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|
||||
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
|
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|
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sb.Append("</color>");
|
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}
|
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else
|
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{
|
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sb.Append("<color=red>");
|
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sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n");
|
||||
sb.Append("</color>");
|
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}
|
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}
|
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|
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@ -246,17 +233,14 @@ 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($"Too many of {quota.Type.name} were defective!\n");
|
||||
break;
|
||||
}
|
||||
|
||||
sb.Append("\n");
|
||||
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
|
||||
}
|
||||
|
||||
sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
|
||||
|
@ -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
|
||||
|
@ -171,13 +171,7 @@ public class UIManager: MonoBehaviour
|
||||
break;
|
||||
case UIState.Game:
|
||||
AudioListener.pause = false;
|
||||
|
||||
#if UNITY_EDITOR
|
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Time.timeScale = 1f;
|
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#else
|
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Time.timeScale = 1f;
|
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#endif
|
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|
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Cursor.lockState = CursorLockMode.Locked;
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Reticle.SetActive(true);
|
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break;
|
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@ -226,9 +220,6 @@ public class UIManager: MonoBehaviour
|
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case UIState.Pause:
|
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Pause.SetActive(false);
|
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break;
|
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case UIState.StageComplete:
|
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StageComplete.SetActive(false);
|
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break;
|
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}
|
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}
|
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|
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@ -270,12 +261,12 @@ public class UIManager: MonoBehaviour
|
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|
||||
public void PushStageComplete(bool success, string message)
|
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{
|
||||
if (success && Scoreboard.Instance.CurrentStage == StagingManager.StageEnum.Level3)
|
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if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3)
|
||||
{
|
||||
NextStageButton.SetActive(false);
|
||||
RetryButton.SetActive(false);
|
||||
}
|
||||
else if (success)
|
||||
if (success)
|
||||
{
|
||||
NextStageButton.SetActive(true);
|
||||
RetryButton.SetActive(false);
|
||||
@ -295,10 +286,10 @@ public class UIManager: MonoBehaviour
|
||||
switch (Scoreboard.Instance.CurrentStage)
|
||||
{
|
||||
case StagingManager.StageEnum.Level1:
|
||||
StartStage(2);
|
||||
StartStage(1);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level2:
|
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StartStage(4);
|
||||
StartStage(2);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level3:
|
||||
break;
|
||||
|
Loading…
x
Reference in New Issue
Block a user