void Start() { orderName.gameObject.SetActive(false); _workbench.ChangeCurrentRepairOrder() .Subscribe(x => { repairImage.sprite = x.OrderImage; var aspectRatio = (float)x.OrderImage.texture.width / (float)x.OrderImage.texture.height; repairImage.rectTransform.localScale = new Vector3(aspectRatio, 1.0f, 0); repairImage.materialForRendering.mainTexture = x.OrderImage.texture; repairImage.materialForRendering.SetFloat("Vector1_5111E148", 5.0f + x.Jank.Level.Value); }) .AddTo(this); _workbench.UpdateRepairStateAsObservable().Subscribe(UpdateRepairState).AddTo(this); }
// Start is called before the first frame update void Start() { _workbench.ChangeCurrentRepairOrder() .Subscribe(ChangeCurrentOrder) .AddTo(this); prevButton.OnClickAsObservable() .Subscribe(_ => { _soundEffectPlayer.Play(SoundEffectType.SelectButton); _workbench.RequestPreviewOrder(); }) .AddTo(this); nextButton.OnClickAsObservable() .Subscribe(_ => { _soundEffectPlayer.Play(SoundEffectType.SelectButton); _workbench.RequestNextOrder(); }) .AddTo(this); }