see TopUI.cs
see QuaryUpgradable.cs
see FactoryView.cs. Keep in mind, that although all the functionality is in place to have unlimited skins, the code in FactoryUpgradable.cs still only supports three factory skins due to the fact that there are only three factory models preset. Once more models are provided code would need to be changed.
see SaveSystem.cs and other classes in the "Scripts/Save System" folder.
done.
see Balance.cs
reading player input was transfered to Controller.cs class, all the model drawing/visibility change code is handled in ...View.cs classes. The logic is handeled in the remaining classes.
see ServiceLocator.cs
for your consideration
UI textures were combined into two atlases, reducing the overall draw call.
all "Raycast Target" checkboxes were unchecked.
all models in the scene were moved to blender to have their textures baked into vertex colors. Now all models are rendered with a single material - VertexColorStandard. This resulted in slight discoloration of the final image due to the lighting models slightly differing between the Standard shader and my shader. This can be fixed for a propper project.
Shadow distance was increased in the editor settings to ensure that the top-right island or environmental props casts shadows propperly.
Moreover, I very much understand that baking the vertex colors manualy is inefficient - for the propper project I can write an editor extension that can automate thsi process.
Also, for the objects that still use textures (Dump Truck, bulldozer, etc...) I reduced the size of their textures in the texture importer.
All materials now support GPU instancing. Dynamic batching was turned on in editor preferences to use this.
Finally all Directional Lights in the scene but one were turned off and their intensity merged into the remaining Directional Light. This drastically improves draw call limit, but the double shadow effect was lost in the process. If the double shadow effect is desirable, the intensity of the main Directional Light must be reduced to .25 and the Secondary Camera directional light should be turned on. However, it is advised to either use Deferred rendering or URP for this scenario as builtin render pipeline with forward rendering is very inefficient in scenarios with multiple lights.
see AnimatePropsService.cs. The code was not only optimized, but I also introduced support for custom designer scale for models. Without it large rocks dissapeared after the first animation cycle. Also the code was added to prevent several animation coroutines running at the same time, which fixed a bug that led to endless prop flickering if you clicked upgrade when the props were scaling up.
for your consideration. I can't see anything overlapping.
for your consideration. The game can be comfortably played in both Portrait and Landscape modes.
unclear task - I did not understand what is required here.
button clicks are now animated.
audio feedback was added.
added, see FactoryView.cs
there is no immediate feedback but Truck moves faster with each Truck upgrade, rock is larger and gives more gold with each Quarry upgrade, bulldozer operates faster with each bulldozer upgrade and factory gives more gold per trip with each upgrade.
did not do - out of time
implemented - see ReceiveRockAnim.cs
implemented
did not do - out of time
did not do - out of time
did not do - out of time