mirror of
https://github.com/nick7ass/NNMDETGroupProject.git
synced 2025-04-14 09:50:35 +02:00
Slight changes (Mostly script cleaning)
This commit is contained in:
parent
35770e2874
commit
9a720eb7b3
@ -97,17 +97,8 @@ public class BoundAirScript : MonoBehaviour
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windObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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//StartCoroutine(SecondNarration());
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}
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/*IEnumerator SecondNarration()
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{
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yield return new WaitForSeconds(narrationClipTwo.length);
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}*/
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IEnumerator ResetParticleSpeed(float delay)
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{
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@ -135,24 +126,13 @@ public class BoundAirScript : MonoBehaviour
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moreSpirals.SetActive(false);
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//isWindActive = false;
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//canActivateAir = false;
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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windObjectToCollect.SetActive(false);
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//boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Air");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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}
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}
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@ -27,7 +27,6 @@ public class BoundEarthScript : MonoBehaviour
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if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
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{
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//Removing other bounds temporarily
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boundControl.TempRemoveBoundary("Earth");
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@ -50,30 +49,17 @@ public class BoundEarthScript : MonoBehaviour
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public void collectForce() {
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if (narrationHasFinished && !seedHasAppeared)
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{
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//Force sensor
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// if (ConnectUnityWithSensors.isForceDetected)
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// {
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//}
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earthObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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seedHasAppeared = true;
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}
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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earthObjectToCollect.SetActive(false);
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//boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Earth");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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}
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}
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@ -24,7 +24,6 @@ public class BoundFireScript : MonoBehaviour
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public BoundaryControlScript boundControl;
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//Use Yield return to like not make it start instantly????
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
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@ -51,9 +50,7 @@ public class BoundFireScript : MonoBehaviour
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public void CollectFireObject()
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{
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StartCoroutine(SecondNarrationAndObject());
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//audioSource.PlayOneShot(narrationClipTwo);
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fireObjectToCollect.SetActive(true);
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}
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IEnumerator SecondNarrationAndObject()
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@ -61,25 +58,12 @@ public class BoundFireScript : MonoBehaviour
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audioSource.PlayOneShot(narrationClipTwo);
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fireObjectToCollect.SetActive(true);
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yield return new WaitForSeconds(narrationClipTwo.length);
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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//Method for controlling when the item is grabbed
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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fireObjectToCollect.SetActive(false);
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//boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Fire");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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}
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}
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@ -21,7 +21,6 @@ public class BoundWaterScript : MonoBehaviour
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public BoundaryControlScript boundControl;
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//Use Yield return to like not make it start instantly????
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
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@ -61,19 +60,11 @@ public class BoundWaterScript : MonoBehaviour
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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waterObjectToCollect.SetActive(false);
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//boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Water");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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}
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}
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@ -40,9 +40,9 @@ public class BoundaryControlScript : MonoBehaviour
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// Add references for the AudioSource and narration clips
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public AudioSource narrationSource;
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public AudioClip[] narrationClips; // Ensure this array is populated in the Inspector with your narration clips
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public AudioClip[] narrationClips;
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//Removes other boundries when an elemental boundary has been entered.
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public void TempRemoveBoundary(string bound)
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{
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if (bound == "Air")
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@ -76,6 +76,7 @@ public class BoundaryControlScript : MonoBehaviour
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}
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}
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//Reactivate boundries when station has been finished.
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public void ReactivateBoundary()
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{
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if (!airFinished)
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@ -99,6 +100,7 @@ public class BoundaryControlScript : MonoBehaviour
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}
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}
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//Things to happen when an elemental station has been completed.
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public void RemoveBoundary(string bound)
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{
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if (bound == "Air" && !airHasBeenCollected)
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@ -149,6 +151,7 @@ public class BoundaryControlScript : MonoBehaviour
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fireBoundary.SetActive(false);
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}
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}
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//Collection counter audio.
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IEnumerator PlayCollectionNarration()
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{
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if (collectionCounter > 0 && collectionCounter <= narrationClips.Length)
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@ -159,9 +162,5 @@ public class BoundaryControlScript : MonoBehaviour
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yield return new WaitForSeconds(narrationClips[collectionCounter - 1].length);
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ReactivateBoundary();
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}
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}
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//ADD functionality for detecting when all elements have been collected (eg when collectionCounter
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//is 4)
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}
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@ -31,8 +31,6 @@ public class FireCollisionAudioScript : MonoBehaviour
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resetParticles();
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isFireBigger = true;
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boundFireScript.CollectFireObject();
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}
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}
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@ -28,16 +28,9 @@ public class GameManagerScript : MonoBehaviour
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Debug.Log("Hello World Hello World");
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videoPlayerObject.Prepare();
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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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//Trigger introduction to when passing boundary
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD") && !introHasBeenEntered)
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@ -46,10 +39,10 @@ public class GameManagerScript : MonoBehaviour
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//Play introduction
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StartCoroutine(IntroductionNarration());
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}
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}
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//Starting introduction
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IEnumerator IntroductionNarration()
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{
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//audioSource.PlayOneShot(introductionClip);
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@ -60,6 +53,7 @@ public class GameManagerScript : MonoBehaviour
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ActivateBoundries();
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}
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//Activate all the boundaries when introduction is finished, and inactivate the ones for introduction.
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private void ActivateBoundries()
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{
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fireBoundary.SetActive(true);
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@ -69,6 +63,4 @@ public class GameManagerScript : MonoBehaviour
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introBound.SetActive(false);
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introCanvas.SetActive(false);
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}
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}
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@ -5,18 +5,7 @@ using UnityEngine.SceneManagement;
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public class RestartExperienceScript : MonoBehaviour
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{
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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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}
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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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//Entering this boundary restarts the scene
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD"))
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Loading…
x
Reference in New Issue
Block a user