restructure script folder

This commit is contained in:
2026-03-07 14:42:14 -06:00
parent 94fa81168d
commit 1e08b70e2c
33 changed files with 40 additions and 17 deletions
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@@ -44,13 +44,12 @@ private void Awake()
/// </summary> /// </summary>
private void ReloadReferences() private void ReloadReferences()
{ {
blackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>(); Instance.blackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>();
playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>(); Instance.playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
DialogueManager = GetComponent<DialogueManager>(); Instance.DialogueManager = GetComponent<DialogueManager>();
DialogueManager.ReloadReferences(); Instance.DialogueManager.ReloadReferences();
Inventory = GetComponent<Inventory>();
Instance.Inventory = GetComponent<Inventory>();
} }
/// <summary> /// <summary>
@@ -66,8 +65,8 @@ public void EnterSceneDoor(string scene, int door)
/// </summary> /// </summary>
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId) private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
{ {
isTransitioningScenes = true; Instance.isTransitioningScenes = true;
playerController.SetCharacterControl(false); Instance.playerController.SetCharacterControl(false);
// Fade to black // Fade to black
float fadeDuration = 0.2f; // how long to fade to/from black float fadeDuration = 0.2f; // how long to fade to/from black
@@ -99,12 +98,12 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId); SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (playerController != null && GameSceneManager.Instance != null) if (Instance.playerController != null && GameSceneManager.Instance != null)
{ {
if (door != null) if (door != null)
{ {
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position); Instance.playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
playerController.DougBody.transform.rotation = door.gameObject.transform.rotation; Instance.playerController.DougBody.transform.rotation = door.gameObject.transform.rotation;
} }
} }
@@ -112,25 +111,25 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
while (fadeTime < fadeDuration) while (fadeTime < fadeDuration)
{ {
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration); blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreen.color = blackScreenColor; Instance.blackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime; fadeTime += Time.deltaTime;
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized); Instance.playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
yield return null; yield return null;
} }
// move character a little more // move character a little more
while (fadeTime < moveDuration) while (fadeTime < moveDuration)
{ {
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized); Instance.playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
fadeTime += Time.deltaTime; fadeTime += Time.deltaTime;
yield return null; yield return null;
} }
fadeTime = 0; fadeTime = 0;
isTransitioningScenes = false; Instance.isTransitioningScenes = false;
playerController.SetCharacterControl(true); Instance.playerController.SetCharacterControl(true);
} }
/// <summary> /// <summary>
@@ -138,7 +137,7 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
/// </summary> /// </summary>
public bool InSceneTransition() public bool InSceneTransition()
{ {
return isTransitioningScenes; return Instance.isTransitioningScenes;
} }
#region Storybool Save/Load #region Storybool Save/Load
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