Fix TestPack
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@@ -4,27 +4,21 @@ using UnityEngine;
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public class CameraSystem : MonoBehaviour
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{
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[SerializeField]
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private CinemachineVirtualCamera _camera;
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private CinemachineVirtualCamera _playerCamera;
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[SerializeField]
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private CinemachineVirtualCamera _cityMapCamera;
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private void Start()
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{
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//transform.position = Player.Instance.transform.position;
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_camera.LookAt = Player.Instance.transform;
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_camera.Follow = Player.Instance.transform;
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_playerCamera.LookAt = Player.Instance.transform;
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_playerCamera.Follow = Player.Instance.transform;
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}
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//private void Update()
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//{
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// Vector3 inputDir = Vector3.zero;
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// if (Input.GetKey(KeyCode.W)) inputDir.z = +1f;
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// if (Input.GetKey(KeyCode.S)) inputDir.z = -1f;
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// if (Input.GetKey(KeyCode.A)) inputDir.x = -1f;
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// if (Input.GetKey(KeyCode.D)) inputDir.x = +1f;
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// Vector3 moveDir = transform.forward * inputDir.z + transform.right * inputDir.x;
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// //if (moveDir == Vector3.zero && Player.Instance.stat) transform.position = Player.Instance.transform.position;
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// transform.position += moveDir * _moveSpeed * Time.deltaTime;
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//}
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private void Update()
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{
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if (Input.GetKey(KeyCode.M))
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{
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//change camera
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}
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}
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}
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@@ -41,6 +41,7 @@ public class Player : MonoBehaviour
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}
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PlayerPrefs.SetString("lastExitName", string.Empty);
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Instance = this;
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Stats = PlayerStats.CreateInitialStats();
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DontDestroyOnLoad(gameObject);
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}
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@@ -49,7 +50,7 @@ public class Player : MonoBehaviour
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TimeManager.Instance.OnMinuteChanged += UpdateStatsByClock;
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_animator.applyRootMotion = true;
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_navAgent.updatePosition = false;
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Stats = PlayerStats.CreateInitialStats();
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_currentActing = PlayerStates.Awake;
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}
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