estimate ui
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@@ -2,6 +2,7 @@ using System.Collections.Generic;
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using System.Linq;
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using EscapeRoomEngine.Engine.Runtime.Measurements;
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.UI;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using UnityEngine;
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@@ -27,9 +28,10 @@ namespace EscapeRoomEngine.Engine.Runtime
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public int NumberOfRooms => _rooms.Count;
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public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
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public float EstimatedTimeRemaining { get; private set; }
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private readonly List<Room> _rooms = new();
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private List<PuzzleModuleDescription> _puzzles;
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private List<PuzzleModuleDescription> _availablePuzzles, _plannedPuzzles;
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private GameObject _playSpaceOrigin;
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private void Awake()
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@@ -38,7 +40,8 @@ namespace EscapeRoomEngine.Engine.Runtime
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Measure.Clear();
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_puzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
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_availablePuzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
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_plannedPuzzles = new List<PuzzleModuleDescription>(_availablePuzzles);
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}
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private void Start()
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@@ -70,6 +73,7 @@ namespace EscapeRoomEngine.Engine.Runtime
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Instantiate(theme.environment, room.roomObject.transform, false);
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}
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GameControl.Instance.TimeInRoom = 0;
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UpdateUI();
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}
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@@ -79,9 +83,8 @@ namespace EscapeRoomEngine.Engine.Runtime
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var tries = 0;
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Space space;
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Passage exit = null;
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var puzzle = PlanPuzzles();
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var puzzle = _puzzles.PopRandomElement();
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do
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{
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tries++;
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@@ -91,7 +94,7 @@ namespace EscapeRoomEngine.Engine.Runtime
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space = new Space(room, entrance);
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// add exit
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if (_puzzles.Count > 0)
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if (_plannedPuzzles.Count > 0)
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{
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var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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@@ -116,6 +119,19 @@ namespace EscapeRoomEngine.Engine.Runtime
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room.AddSpace(space, exit);
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}
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/// <summary>
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/// Updates the list of puzzles planned for this run and returns the puzzle to put in the next room.
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/// </summary>
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private PuzzleModuleDescription PlanPuzzles()
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{
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var nextPuzzle = _plannedPuzzles.PopRandomElement();
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EstimatedTimeRemaining = Measure.AverageTime(_plannedPuzzles);
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return nextPuzzle;
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}
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#endregion
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public void HidePreviousRoom(bool destroy = true)
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