add world map and fast travel
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@@ -43,23 +43,7 @@ void Update()
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// TODO: Move input detection somewhere else
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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if (!paused)
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{
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Cursor.lockState = CursorLockMode.None;
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Time.timeScale = 0;
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canUseTools = false;
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hasControl = false;
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GameManager.Instance.MenuController.ShowScreen("Pause");
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}
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else
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{
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Time.timeScale = 1;
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canUseTools = true;
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hasControl = true;
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GameManager.Instance.MenuController.HideAllScreens();
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}
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paused = !paused;
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TogglePause();
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}
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if (hasControl)
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@@ -86,6 +70,27 @@ void Update()
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DoMovement();
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}
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public void TogglePause()
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{
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if (!paused)
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{
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Cursor.lockState = CursorLockMode.None;
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Time.timeScale = 0;
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canUseTools = false;
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hasControl = false;
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GameManager.Instance.MenuController.ShowScreen("Pause");
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}
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else
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{
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Time.timeScale = 1;
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canUseTools = true;
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hasControl = true;
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GameManager.Instance.MenuController.HideAllScreens();
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}
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paused = !paused;
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}
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#region Movement Calculation/Input Processing
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/// <summary>
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/// If player presses space, jump
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@@ -384,6 +389,16 @@ public void CharacterControllerMove(Vector3 movement)
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characterController.Move(movement);
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}
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/// <summary>
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/// Set the character controller's position
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/// </summary>
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public void CharacterControllerSetPosition(Vector3 pos)
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{
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characterController.enabled = false;
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transform.position = pos;
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characterController.enabled = true;
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}
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/// <summary>
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/// Auto-walk the character in the specified direction. Uses character's walk
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/// speed and camera rotation (per-frame)
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@@ -13,6 +13,19 @@ private void Start()
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playerController = GetComponent<PlayerController>();
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}
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/// <summary>
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/// Triggers the fast travel coroutine
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/// </summary>
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public void FastTravel(Transform position, bool isPaused)
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{
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if (isPaused)
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{
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GameManager.Instance.PlayerController.TogglePause();
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}
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StartCoroutine(FastTravelCoroutine(position));
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}
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/// <summary>
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/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
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/// </summary>
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@@ -74,4 +87,41 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
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playerController.SetCharacterControl(true);
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}
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/// <summary>
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/// Handle teleportation and timing for fast travel
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/// </summary>
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IEnumerator FastTravelCoroutine(Transform location)
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{
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float fadeDuration = 0.2f; // how long to fade to/from black
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float fadeTime = 0;
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Color blackScreenColor = Color.black;
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playerController.SetCharacterControl(false);
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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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GameManager.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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fadeTime = 0;
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playerController.CharacterControllerSetPosition(location.position);
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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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GameManager.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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fadeTime = 0;
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yield return new WaitForSeconds(0.2f);
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playerController.SetCharacterControl(true);
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}
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}
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@@ -15,7 +15,11 @@ public class Talkable : Interactable
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public void Start()
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{
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voice = GetComponent<DialogueVoice>();
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talkIndicator.SetActive(false);
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if (talkIndicator != null)
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{
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talkIndicator.SetActive(false);
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}
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}
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void DetermineDialogue()
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@@ -90,17 +94,27 @@ public override void Interact()
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else
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GameManager.Instance.DialogueManager.DisplayNextSentence();
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talkIndicator.SetActive(false);
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if (talkIndicator != null)
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{
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talkIndicator.SetActive(false);
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}
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}
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public override void MoveInsideRange()
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{
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talkIndicator.SetActive(true);
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if (talkIndicator != null)
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{
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talkIndicator.SetActive(true);
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}
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}
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public override void MoveOutsideRange()
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{
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GameManager.Instance.DialogueManager.EndDialogue();
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talkIndicator.SetActive(false);
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if (talkIndicator != null)
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{
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talkIndicator.SetActive(false);
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}
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}
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}
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