restructure script folder
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using Unity.VectorGraphics;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public DialogueManager DialogueManager { get; private set; }
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public Inventory Inventory { get; private set; }
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public Storybools Storybools { get; private set; }
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// Are we currently in a scene transition?
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private bool isTransitioningScenes = false;
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private Image blackScreen;
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private PlayerController playerController;
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private void Awake()
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{
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// If there is an instance, and it's not me, delete myself.
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if (Instance != null && Instance != this)
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{
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Destroy(this.gameObject);
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}
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else
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{
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Instance = this;
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}
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DontDestroyOnLoad(gameObject);
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ReloadReferences();
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SaveSystem.Load();
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SaveSystem.Save(); // save off any corruption fixes
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}
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/// <summary>
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/// Grab everything the GameManager needs to keep track of
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/// </summary>
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private void ReloadReferences()
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{
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Instance.blackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>();
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Instance.playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
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Instance.DialogueManager = GetComponent<DialogueManager>();
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Instance.DialogueManager.ReloadReferences();
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Instance.Inventory = GetComponent<Inventory>();
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}
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/// <summary>
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/// Triggers transition to specified scene at the door with the specified ID
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/// </summary>
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public void EnterSceneDoor(string scene, int door)
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{
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StartCoroutine(EnterSceneDoorCoroutine(scene, door));
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}
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/// <summary>
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/// Executes transition to specified scene at the door with the specified ID
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/// </summary>
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private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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{
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Instance.isTransitioningScenes = true;
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Instance.playerController.SetCharacterControl(false);
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// Fade to black
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float fadeDuration = 0.2f; // how long to fade to/from black
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float moveDuration = 0.4f; // how long to auto walk into room from the door
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float fadeTime = 0;
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Color blackScreenColor = Color.black;
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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blackScreen.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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yield return null;
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}
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fadeTime = 0;
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(scene);
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while (!asyncLoad.isDone)
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{
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// Optional: Update a loading bar with asyncLoad.progress
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yield return null;
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}
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ReloadReferences();
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// Make sure screen is black in new scene
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blackScreen.color = blackScreenColor;
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SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
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if (Instance.playerController != null && GameSceneManager.Instance != null)
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{
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if (door != null)
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{
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Instance.playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
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Instance.playerController.DougBody.transform.rotation = door.gameObject.transform.rotation;
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}
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}
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// Fade back in
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
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Instance.blackScreen.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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Instance.playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
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yield return null;
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}
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// move character a little more
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while (fadeTime < moveDuration)
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{
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Instance.playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
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fadeTime += Time.deltaTime;
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yield return null;
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}
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fadeTime = 0;
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Instance.isTransitioningScenes = false;
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Instance.playerController.SetCharacterControl(true);
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}
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/// <summary>
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/// Are we currently in the middle of a scene transition?
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/// </summary>
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public bool InSceneTransition()
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{
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return Instance.isTransitioningScenes;
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}
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#region Storybool Save/Load
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public void SaveStoryBools(ref StoryboolSaveData data)
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{
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data.Storybools = Instance.Storybools;
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}
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public void LoadStoryBools(StoryboolSaveData data)
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{
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if (data.Storybools != null)
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{
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Instance.Storybools = data.Storybools;
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}
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else
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{
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Instance.Storybools = new Storybools();
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}
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}
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#endregion
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}
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[System.Serializable]
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public struct StoryboolSaveData
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{
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public Storybools Storybools;
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}
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