// Start is called before the first frame update void Start() { _workbench.UpdateRepairStateAsObservable() .Select(x => x.TotalRepairPower) .Pairwise() .Where(x => x.Previous.Value < x.Current.Value) .Subscribe(_ => _soundEffectPlayer.Play(SoundEffectType.Tap)) .AddTo(this); }
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); }
private void Start() { _workbench.UpdateRepairStateAsObservable().Subscribe(SetRepairState).AddTo(this); }