start dealing with corutines
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@@ -1,5 +1,5 @@
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using System;
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using UnityEngine;
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using System.Collections;
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public class Bed : BaseInteractableObject
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{
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@@ -8,9 +8,17 @@ public class Bed : BaseInteractableObject
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public override void Interact(Player player)
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{
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_player=player;
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Debug.Log("Sitting");
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player.SetPlayerAnimation(AnimationStates.Sitting);
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StartCoroutine(Sleep());
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}
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private IEnumerator Sleep()
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{
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_player.SetPlayerAnimation(AnimationStates.Sitting);
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yield return StartCoroutine(_player.IsAnimationStatePlaying(0));
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print("sitting animation finished");
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TimeManager.Instance.FastForward(TimeSpan.FromHours(8), OnFastForwardEnd);
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yield break;
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}
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private void OnFastForwardEnd()
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@@ -1,5 +1,6 @@
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using Assets.Scripts.Actions.Interfaces;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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@@ -63,7 +64,7 @@ public class Player : MonoBehaviour
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{
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if (IsBlockingAnimation(_currentAnimation))
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{
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if (IsAnimationStatePlaying(0, GetEnumMemberValue(_currentAnimation)))
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StartCoroutine(IsAnimationStatePlaying(0));
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return;
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}
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@@ -116,8 +117,6 @@ public class Player : MonoBehaviour
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_navAgent.isStopped = false;
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SetPlayerAnimation(AnimationStates.Walking);
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//transform.position = Vector3.MoveTowards(_navAgent.transform.position, _navAgent.pathEndPosition, _navAgent.speed * Time.deltaTime);
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// transform.position = _animator.(_navAgent.pathEndPosition);
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_animator.SetFloat(WALK_VELOCITY, _navAgent.velocity.magnitude);
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return IsPathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
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}
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@@ -175,13 +174,13 @@ public class Player : MonoBehaviour
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_currentAnimation = newState;
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}
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private bool IsAnimationStatePlaying(int animLayer, string stateName)
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public IEnumerator IsAnimationStatePlaying(int animLayer)
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{
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if (_animator.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) &&
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_animator.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f)
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return true;
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else
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return false;
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string stateName = GetEnumMemberValue(_currentAnimation);
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var stateInfo = _animator.GetCurrentAnimatorStateInfo(animLayer);
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yield return new WaitWhile(() => stateInfo.IsName(stateName) && stateInfo.normalizedTime < 1.0f);
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yield break;
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}
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public void AddTask(PlayerTasks task)
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@@ -54,6 +54,7 @@ public class TimeManager : MonoBehaviour
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// _sunInitialIntensity = _sunLight.intensity;
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_timer = _minuteToRealTime;
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_currentTime = TimeSpan.Zero + TimeSpan.FromHours(_startHour);
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_timeToStop = _currentTime;
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_sunriseTime = TimeSpan.FromHours(_sunriseHour);
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_sunsetTime = TimeSpan.FromHours(_sunsetHour);
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}
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@@ -77,7 +78,7 @@ public class TimeManager : MonoBehaviour
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{
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_minuteToRealTime = MINUTE_TIME;
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_timeToStop = TimeSpan.MaxValue;
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_callBackOnFastForward.Invoke();
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_callBackOnFastForward?.Invoke();
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}
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_timer = _minuteToRealTime;
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}
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