Angepasste Garage, verbessertes Icon Asset system, range der türme vorschau beim ziehen
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@@ -17,6 +17,7 @@ namespace DepthsOfGreed.HandbookUI
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public event System.Action<int> PriorityChanged;
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[Header("Authored scene references")]
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public GameObject basementView;
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public BasementRoomView roomView;
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public GameObject handbookRoot;
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public CanvasGroup handbookVisibility;
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public HandbookController handbook;
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@@ -61,7 +62,7 @@ namespace DepthsOfGreed.HandbookUI
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{
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signScale = liftSign.localScale;
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truckScale = truck.localScale;
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basementView.SetActive(false);
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if(roomView)roomView.SetVisible(false);else basementView.SetActive(false);
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doorGroup.gameObject.SetActive(false);
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liftButton.onClick.AddListener(UseLift);
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for (int i = 0; i < connectionButtons.Length; i++)
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@@ -105,7 +106,7 @@ namespace DepthsOfGreed.HandbookUI
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yield return Doors(true);
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if (handbook) handbook.Close();
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IsInBasement = !IsInBasement;
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basementView.SetActive(IsInBasement);
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if(roomView)roomView.SetVisible(IsInBasement);else basementView.SetActive(IsInBasement);
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// Hide only the presentation. The backend on HandbookRoot must keep updating.
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handbookVisibility.alpha = IsInBasement ? 0f : 1f;
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handbookVisibility.interactable = !IsInBasement;
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@@ -181,22 +182,21 @@ namespace DepthsOfGreed.HandbookUI
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}
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private void Update()
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{
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if (!IsInBasement) return;
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if (Time.unscaledTime > nextRefresh) { nextRefresh = Time.unscaledTime + 0.25f; RefreshConnections(); }
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if (HasSupplyBackend) { RenderBackendTruck(); return; }
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if (!animateTruckPreview) { truckStatus.text = "LKW bereit"; return; }
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if (Time.unscaledTime < truckPauseUntil) return;
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if (Time.time < truckPauseUntil) return;
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float destination = unloading ? unloadingPosition : loadingPositions[previewKind];
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var p = truck.anchoredPosition;
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float direction = destination - p.x;
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if (Mathf.Abs(direction) > 0.1f)
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truck.localScale = new Vector3(Mathf.Abs(truckScale.x) * Mathf.Sign(direction), truckScale.y, truckScale.z);
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p.x = Mathf.MoveTowards(p.x, destination, Mathf.Max(0, truckSpeed) * Time.unscaledDeltaTime); truck.anchoredPosition = p;
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p.x = Mathf.MoveTowards(p.x, destination, Mathf.Max(0, truckSpeed) * Time.deltaTime); truck.anchoredPosition = p;
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truckStatus.text = (unloading ? "Zur Verteilerstation" : "Zum Behälter: " + kinds[previewKind]);
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if (Mathf.Abs(p.x - destination) < 0.1f)
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{
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truckStatus.text = (unloading ? "Abladen" : "Beladen: " + kinds[previewKind]);
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truckPauseUntil = Time.unscaledTime + loadingPause;
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truckPauseUntil = Time.time + loadingPause;
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if (unloading) previewKind = Priority >= 0 ? Priority : (previewKind + 1) % 3;
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unloading = !unloading;
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}
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