// 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);
 }
示例#2
0
    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);
    }
示例#3
0
 private void Start()
 {
     _workbench.UpdateRepairStateAsObservable().Subscribe(SetRepairState).AddTo(this);
 }