estimate ui
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@@ -19,24 +19,27 @@ 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, targetTimeText, estimateTimeText;
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private Text timeText, roomTimeText, estimateTimeText, targetTimeText;
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[BoxGroup("Internal")] [SerializeField]
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private float uiUpdateInterval = 1;
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[HideInInspector] public GameState gameState = GameState.Stopped;
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private float _timeElapsed, _targetTime;
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public float TimeElapsed { get; private set; }
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public float TimeInRoom { get; set; }
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public float TargetTime { get; private set; }
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private float _previousUIUpdate;
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private void Awake()
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{
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Instance = this;
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_targetTime = Engine.Instance.initialTargetTime;
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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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SetTimeText();
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}
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@@ -45,7 +48,8 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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// update time
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if (gameState == GameState.Running)
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{
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_timeElapsed += Time.deltaTime;
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TimeElapsed += Time.deltaTime;
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TimeInRoom += Time.deltaTime;
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}
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// update ui
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@@ -61,7 +65,7 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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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 != GameState.Stopped;
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removeTimeButton.interactable = gameState != GameState.Stopped && _targetTime >= _timeElapsed + 60;
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removeTimeButton.interactable = gameState != GameState.Stopped && TargetTime >= TimeElapsed + 60;
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}
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#region Time Controls
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@@ -70,7 +74,7 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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{
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gameState = GameState.Running;
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_timeElapsed = 0;
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TimeElapsed = 0;
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// generate the first room if it hasn't been generated yet
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Engine.Instance.CurrentRoom.Match(none: () => Engine.Instance.GenerateRoom());
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@@ -84,7 +88,7 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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if (gameState != GameState.Stopped)
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{
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// was running
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Measure.EndSession(_timeElapsed);
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Measure.EndSession(TimeElapsed);
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}
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gameState = GameState.Stopped;
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@@ -112,17 +116,25 @@ namespace EscapeRoomEngine.Engine.Runtime.UI
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/// <param name="seconds">The amount of seconds that will be added to the time. Can be negative to remove time.</param>
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public void ChangeTime(int seconds)
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{
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if (_targetTime + seconds >= _timeElapsed)
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if (TargetTime + seconds >= TimeElapsed)
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{
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_targetTime += seconds;
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TargetTime += seconds;
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}
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}
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private void SetTimeText()
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{
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timeText.text = TimeToText(_timeElapsed);
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targetTimeText.text = TimeToText(_targetTime);
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estimateTimeText.text = TimeToText(_timeElapsed);
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timeText.text = TimeToText(TimeElapsed);
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roomTimeText.text = TimeToText(TimeInRoom);
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targetTimeText.text = TimeToText(TargetTime);
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Engine.Instance.CurrentRoom.Match(some: room =>
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{
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estimateTimeText.text = TimeToText(
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TimeElapsed - TimeInRoom
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+ Mathf.Max(TimeInRoom, Measure.AverageTime(room))
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+ Engine.Instance.EstimatedTimeRemaining);
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});
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}
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private static string TimeToText(float time) => $"{time.ToTimeSpan():mm':'ss}";
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