More betterer Time tracking and basic Win/Lose check
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43
3d Prototyp/Assets/TerribleUiController.cs
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43
3d Prototyp/Assets/TerribleUiController.cs
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Utility;
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public class TerribleUiController : MonoBehaviour
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{
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[SerializeField]
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private TextMeshProUGUI _weekdayText;
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[SerializeField]
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private TextMeshProUGUI _dayTimeText;
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[SerializeField]
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private TextMeshProUGUI _progressText;
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[SerializeField]
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private TextMeshProUGUI _startDateText;
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[SerializeField]
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private TextMeshProUGUI _deadlineText;
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[SerializeField]
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private TextMeshProUGUI _currentDateText;
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[SerializeField]
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private TextMeshProUGUI _daysLeftText;
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void Update()
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{
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_weekdayText.text = TimeManager.Instance.CurrentWeekday.GetName();
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_dayTimeText.text = $"Day Time: {TimeManager.Instance.TimeOfDay:h\\:mm\\:ss}";
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_progressText.text = $"Progress: {(GameManager.Instance.GameProgress * 100.0):F3}%";
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_startDateText.text = $"Start Date: {TimeManager.Instance.StartDate}";
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_currentDateText.text = $"Current Date: {TimeManager.Instance.CurrentDate}";
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_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline}";
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_daysLeftText.text = $"Days left: {TimeManager.Instance.DaysLeft}";
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}
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}
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