game: fixing npc spawn references
buttons not working (push buttons)
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parent
27f278bf3a
commit
7c9f2d4df9
5 changed files with 34 additions and 8 deletions
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@ -15,20 +15,36 @@ public class DeskButtons : MonoBehaviour
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NPCBehaviour npcBehaviourScript;
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private Player playerScript;
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[SerializeField] private GameObject npcObject;
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public GameObject npcObject;
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private string correctDirection;
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private string directionSent;
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void Start()
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{
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npcMoveScript = npcObject.GetComponent<NPCMovement>();
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npcBehaviourScript = npcObject.GetComponent<NPCBehaviour>();
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playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
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}
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void UpdateNPCReferences()
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{
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GameObject npcObject = GameManager.instance.currentNPC;
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if (npcObject != null)
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{
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npcMoveScript = npcObject.GetComponent<NPCMovement>();
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npcBehaviourScript = npcObject.GetComponent<NPCBehaviour>();
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}
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}
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public void DirectToLeft()
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{
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UpdateNPCReferences();
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if (npcMoveScript == null || npcBehaviourScript == null)
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{
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Debug.LogWarning("NPC references are null");
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return;
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}
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npcMoveScript.WalkToPlayerLeft();
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directionSent = "left";
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@ -46,6 +62,13 @@ public class DeskButtons : MonoBehaviour
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public void DirectToRight()
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{
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UpdateNPCReferences();
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if (npcMoveScript == null || npcBehaviourScript == null)
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{
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Debug.LogWarning("NPC references are null");
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return;
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}
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npcMoveScript.WalkToPlayerRight();
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directionSent = "right";
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@ -19,11 +19,10 @@ public class GameManager : MonoBehaviour
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/// <summary>
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/// References and Variables
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/// </summary>
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[SerializeField]
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public bool dayEnded = false;
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[SerializeField]
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public bool shiftStarted;
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public GameObject currentNPC;
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[Header("Walk Points (FOR DEBUGGING")]
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public Transform[] frontWalkPoints;
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@ -33,6 +33,8 @@ public class NPCMovement : MonoBehaviour
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/// </summary>
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void Start()
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{
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gm = GameManager.instance;
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StartCoroutine(WalkingToPlayer());
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}
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@ -23,8 +23,10 @@ public class NPCSpawn : MonoBehaviour
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void SpawnNPC()
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{
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StopAllCoroutines();
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Instantiate(npc, transform.position, Quaternion.identity);
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GameObject spawnedNPC = Instantiate(npc, transform.position, Quaternion.identity);
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npcSpawned = true;
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GameManager.instance.currentNPC = spawnedNPC;
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}
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IEnumerator SpawnNPCAfterWait()
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@ -45,7 +45,7 @@ public class ShiftManager : MonoBehaviour
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while (remainingTime > 0)
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{
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remainingTime -= Time.deltaTime;
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Debug.Log("Shift: " + remainingTime);
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/*Debug.Log("Shift: " + remainingTime);*/
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if (Player.score < 0)
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{
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