fix quest bug checking wrong conditions
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@@ -57,6 +57,81 @@ private void ReloadReferences()
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Instance.PlayerManager = GetComponent<PlayerManager>();
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}
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#region Map Load Handling
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/// <summary>
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/// Triggers transition to a map point
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/// </summary>
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public void GoToMapPoint(MapPoint mapPoint)
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{
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StartCoroutine(GoToMapPointCoroutine(mapPoint));
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}
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/// <summary>
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/// Executes transition to map point (scene and location)
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/// </summary>
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private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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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(mapPoint.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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if (Instance.playerController != null && GameSceneManager.Instance != null)
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{
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Instance.playerController.CharacterControllerMove(mapPoint.SpawnPosition - playerController.transform.position);
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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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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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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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#endregion
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#region Scene Door Handling
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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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@@ -136,6 +211,7 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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Instance.isTransitioningScenes = false;
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Instance.playerController.SetCharacterControl(true);
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}
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#endregion
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/// <summary>
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/// Are we currently in the middle of a scene transition?
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