2022-12-10 02:24:32 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class AnimatedDoorBehaviour : TriggerDoor
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{
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public GameObject SaveController;
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[SerializeField]
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public Gateway gateway;
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Animator animator;
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2022-12-13 01:03:03 +01:00
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void Awake()
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{
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DoorOpenAnimatorParamName = "DoorOpen";
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}
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2022-12-10 02:24:32 +01:00
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// Start is called before the first frame update
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void Start()
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{
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animator = GetComponent<Animator>();
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2022-12-13 02:28:49 +01:00
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gateway.currentMapName = SceneManager.GetActiveScene().name;
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2022-12-10 02:24:32 +01:00
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}
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// Update is called once per frame
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void Update()
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{
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}
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private IEnumerator coroutine;
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private IEnumerator Wait(float waitTime)
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{
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while (true)
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{
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yield return new WaitForSeconds(waitTime);
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}
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}
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public void ScenetToMoveTo()
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{
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//coroutine = Wait(2.0f);
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//StartCoroutine(coroutine);
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animator.SetBool(DoorOpenAnimatorParamName, true);
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//saving info about used gate/door/teleport
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OnMapAppearanceMethod.SetTeleportedStatus();
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PlayerPrefs.SetString("gateway.sourceMapName", gateway.currentMapName);
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PlayerPrefs.SetString("gateway.nextMapName", gateway.nextMapName);
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PlayerPrefs.SetFloat("gateway.respawnCoords.x", gateway.respawnCoords.x);
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PlayerPrefs.SetFloat("gateway.respawnCoords.y", gateway.respawnCoords.y);
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PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
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// 1. Save all before change scene
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SaveController.GetComponent<SaveController>().SavePlayerEquipmentItems();
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SaveController.GetComponent<SaveController>().SavePlayerQuests();
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SaveController.GetComponent<SaveController>().SavePlayerInventory();
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SaveController.GetComponent<SaveController>().SaveHealth();
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SaveController.GetComponent<SaveController>().SaveChests();
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// 2. Change scene
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SceneManager.LoadScene(gateway.nextMapName);
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}
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}
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