add auto-walk from the door
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@@ -67,9 +67,11 @@ public void EnterSceneDoor(string scene, int door)
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private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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{
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isTransitioningScenes = true;
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playerController.SetCharacterControl(false);
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// Fade to black
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float fadeDuration = 0.2f;
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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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@@ -95,10 +97,10 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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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 (playerController != null && GameSceneManager.Instance != null)
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{
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SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
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if (door != null)
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{
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playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
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@@ -112,11 +114,23 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
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blackScreen.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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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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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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isTransitioningScenes = false;
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playerController.SetCharacterControl(true);
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}
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/// <summary>
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