UI changes, add fade in/out between SceneLoaded
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@@ -9,8 +9,7 @@ public class CameraSystem : MonoBehaviour
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private void Start()
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{
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//_camera.LookAt = Player.Instance.transform;
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//_camera.Follow= Player.Instance.transform;
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//_camera.m_Follow.transform.localPosition=new Vector3(0,9,-4);
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_camera.LookAt = Player.Instance.transform;
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_camera.Follow = Player.Instance.transform;
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}
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}
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@@ -1,5 +1,4 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class Door : BaseInteractableObject
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{
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@@ -7,12 +6,10 @@ public class Door : BaseInteractableObject
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private string _scene;
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[SerializeField]
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private string _exitName;
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[SerializeField]
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private string _enterName;
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private void Start()
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{
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if (PlayerPrefs.GetString("lastExitName") == _enterName.ToLower())
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if (PlayerPrefs.GetString("lastExitName") == _exitName.ToLower())
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{
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print($"Player came from to {_scene}");
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Player.Instance.SetPosition(_interactionPoint.position);
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@@ -26,6 +23,7 @@ public class Door : BaseInteractableObject
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{
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PlayerPrefs.SetString("lastExitName", _exitName.ToLower());
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}
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SceneManager.LoadScene(_scene);
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SceneManager.Instance.ChangeScene(_scene);
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}
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}
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@@ -9,8 +9,6 @@ public class MouseInputManager : MonoBehaviour
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[SerializeField]
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private LayerMask _walkableLayerMask;
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[SerializeField]
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private Camera _camera;
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[SerializeField]
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private WaypointVisual _waypointVisual;
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@@ -53,7 +51,7 @@ public class MouseInputManager : MonoBehaviour
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OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = null });
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if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
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{
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if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100f, _walkableLayerMask))
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if (Physics.Raycast(ray, out RaycastHit hit, 100f, _walkableLayerMask))
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{
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_waypointVisual.SetWaypoint(hit.point);
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Player.Instance.AddTask(new PlayerTasks(Tasks.Move, _waypointVisual));
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@@ -0,0 +1,38 @@
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using UnityEngine;
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public class SceneManager : MonoBehaviour
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{
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[SerializeField]
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private LevelChanger _levelChanger;
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public static SceneManager Instance { get; private set; }
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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else
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Destroy(gameObject);
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}
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private void Start()
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{
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_levelChanger.gameObject.SetActive(true);
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_levelChanger.FadeIn(OnSceneChanged);
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}
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public void ChangeScene(string sceneName)
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{
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_levelChanger.gameObject.SetActive(true);
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_levelChanger.FadeToLevel(sceneName, OnSceneChanged);
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}
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private void OnSceneChanged()
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{
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_levelChanger.gameObject.SetActive(false);
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}
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}
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@@ -1,18 +0,0 @@
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using UnityEngine;
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public class SpawnManager : MonoBehaviour
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{
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public static SpawnManager Instance { get; private set; }
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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else
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Destroy(gameObject);
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}
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}
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