increase room diversity, improve ui
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@@ -19,7 +19,7 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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/// </summary>
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public class GameControl : MonoBehaviour
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{
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public static readonly Vector2Int DefaultRoomSize = new Vector2Int(2, 4);
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private const string TargetTimeKey = "target_time";
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/// <summary>
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/// The active instance of the game control.
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@@ -35,13 +35,15 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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[BoxGroup("Internal")] [SerializeField]
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private Button startButton, stopButton, pauseButton, addTimeButton, removeTimeButton;
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[BoxGroup("Internal")] [SerializeField]
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private Text timeText, roomTimeText, estimateTimeText, targetTimeText, percentileText, widthText, lengthText;
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private Text timeText, roomTimeText, estimateTimeText, targetTimeText, percentileText;
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[BoxGroup("Internal")] [SerializeField]
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private Slider roomWidth, roomLength;
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private PersistedSlider roomWidth, roomLength;
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[BoxGroup("Internal")] [SerializeField]
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private Transform roomSizeElement;
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[BoxGroup("Internal")] [SerializeField]
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private PuzzlePlan puzzlePlan;
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[BoxGroup("Internal")] public PersistedToggle preferLessPlayed;
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[HideInInspector] public GameState gameState = GameState.Stopped;
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public PuzzleModuleDescription CurrentPuzzle
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@@ -73,21 +75,20 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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/// The estimated total time the player will spend in the experience.
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/// </summary>
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public float EstimatedTime { get; private set; }
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public Vector2Int RoomSize { get; private set; }
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public Vector2Int RoomSize => new(roomWidth.Value, roomLength.Value);
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private float _previousUIUpdate, _previousPlanUpdate;
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private void Awake()
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{
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Instance = this;
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RoomSize = DefaultRoomSize;
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}
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private void Start()
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{
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TargetTime = Engine.Instance.initialTargetTime;
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// read preferences
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TargetTime = PlayerPrefs.GetFloat(TargetTimeKey, Engine.Instance.initialTargetTime);
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SetTimeText();
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}
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@@ -121,10 +122,7 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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startButton.interactable = gameState == GameState.Stopped;
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stopButton.interactable = gameState != GameState.Stopped;
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pauseButton.interactable = gameState is GameState.Running or GameState.Paused;
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addTimeButton.interactable = gameState is GameState.Running or GameState.Paused;
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removeTimeButton.interactable = gameState is GameState.Running or GameState.Paused && TargetTime >= TimeElapsed + 60;
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roomWidth.interactable = gameState == GameState.Stopped;
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roomLength.interactable = gameState == GameState.Stopped;
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removeTimeButton.interactable = TargetTime >= TimeElapsed + 60;
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}
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#region Time Controls
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@@ -191,6 +189,8 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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if (TargetTime + seconds >= TimeElapsed)
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{
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TargetTime += seconds;
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PlayerPrefs.SetFloat(TargetTimeKey, TargetTime);
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PlayerPrefs.Save();
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}
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}
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@@ -230,13 +230,6 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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#endregion
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public void SetRoomSize()
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{
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RoomSize = new Vector2Int((int)roomWidth.value, (int)roomLength.value);
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widthText.text = RoomSize.x.ToString();
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lengthText.text = RoomSize.y.ToString();
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}
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public void ExitGame()
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{
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StopGame();
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