Minor UI polish
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@@ -53,13 +53,14 @@ public class Facility : MonoBehaviour
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if(currentProcess > 0)
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{
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currentProcess -= Time.deltaTime;
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currentProgressLabel.text = currentProcess.ToString();
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currentProgressLabel.text = currentProcess.ToString("N1");
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}
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if (currentProcess <= 0){
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currentProcess = processingTime;
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processing = false;
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gameManager.AddResource(outputResource, currentProductionBatch * baseOutput);
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currentProgressLabel.text = "Idle";
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}
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}
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@@ -34,7 +34,7 @@ public class GameManager : MonoBehaviour
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{ Resource.BRICK, 0 },
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{ Resource.TILE, 0 },
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{ Resource.GLASS, 0 },
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{ Resource.HOUSE, 1 },
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{ Resource.HOUSE, 0 },
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{ Resource.WORKER, 0 },
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{ Resource.TOTAL_WORKER, 0 }
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};
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@@ -76,7 +76,7 @@ public class GameManager : MonoBehaviour
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}
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housingLabel.text = $"{resources[Resource.HOUSE]} Houses\n" +
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$"{resources[Resource.WORKER]} Workers";
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$"{resources[Resource.WORKER]}/{resources[Resource.TOTAL_WORKER]} Workers";
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resourceLabel.text = $"Resources:\n" +
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$"Storage: Bricks {resources[Resource.BRICK]} | Tiles {resources[Resource.TILE]} | Glass {resources[Resource.GLASS]}\n" +
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$"Comitted: Bricks {committedResources[Resource.BRICK]} | Tiles {committedResources[Resource.TILE]} | Glass {committedResources[Resource.GLASS]}";
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@@ -61,7 +61,7 @@ public class MonumentManager : MonoBehaviour
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if (lastMonumentIndex == monuments.Count-1)
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{
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Debug.Log("All unlocked");
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nextUnlockLabel.text = "Everything has been unlocked!";
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return;
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}
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