game: removing depreciated scripts
This commit is contained in:
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abfdfb3078
commit
82f4ed859f
9 changed files with 23 additions and 385 deletions
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@ -4809,17 +4809,14 @@ MonoBehaviour:
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dayEnded: 0
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shiftStarted: 0
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currentNPC: {fileID: 0}
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frontWalkPoints:
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- {fileID: 1521924626}
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- {fileID: 2036976913}
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leftWalkPoints:
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- {fileID: 950032348}
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- {fileID: 397894338}
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rightWalkPoints:
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- {fileID: 2027209539}
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- {fileID: 319260660}
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leftWalkPointSet: {fileID: 2107051479}
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rightWalkPointSet: {fileID: 1008392718}
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initialStatementText: {fileID: 0}
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playerQuestionOneText: {fileID: 0}
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playerQuestionTwoText: {fileID: 0}
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playerQuestionThreeText: {fileID: 0}
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npcAnswerOneText: {fileID: 0}
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npcAnswerTwoText: {fileID: 0}
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npcAnswerThreeText: {fileID: 0}
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playerResponse: {fileID: 0}
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--- !u!114 &520849217
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -4892,6 +4889,9 @@ MonoBehaviour:
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spawnPoints:
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- {fileID: 1126609777}
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npcBufferTime: 5
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Seats:
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- SeatObject: {fileID: 0}
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Available: 0
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playerFree: 0
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currentNpcs: []
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despawnPoints: []
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@ -1,107 +0,0 @@
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/*
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* Author: Livinia Poo
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* Date: 29/1/25
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* Description:
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* Managing behaviour of VR buttons at desk
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*/
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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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public class DeskButtons : MonoBehaviour
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{
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NPCMovement npcMoveScript;
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NPCBehaviour npcBehaviourScript;
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private Player playerScript;
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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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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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if (npcBehaviourScript.navigationTxt.text == "I want to go left!")
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{
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correctDirection = "left";
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}
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else
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{
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correctDirection = "right";
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}
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CheckCorrectDirection();
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}
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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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if (npcBehaviourScript.navigationTxt.text == "I want to go right!")
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{
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correctDirection = "right";
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}
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else
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{
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correctDirection = "left";
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}
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CheckCorrectDirection();
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}
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void CheckCorrectDirection()
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{
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if (correctDirection == directionSent)
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{
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Player.score += 1;
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Player.customersServed += 1;
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Debug.Log("correct");
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Debug.Log(Player.score);
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Debug.Log(Player.customersServed);
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}
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else
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{
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Player.score -= 1;
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Player.customersServed += 1;
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Debug.Log("incorrect");
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Debug.Log(Player.score);
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Debug.Log(Player.customersServed);
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 8c6fa011a2b389049b558ccdf6b38c38
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,60 +0,0 @@
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/*
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* Author: Livinia Poo
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* Date: 29/1/25
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* Description:
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* Customer behaviour
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*/
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class NPCBehaviour : MonoBehaviour
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{
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private NPCMovement npcMoveScript;
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[SerializeField] private GameObject paperObject;
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[SerializeField] private GameObject navigationTxtBubble;
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[SerializeField] public TextMeshProUGUI navigationTxt;
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public static bool paperProduced;
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private string[] possibleSentences =
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{
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"I want to go left!",
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"I want to go right!"
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};
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void Start()
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{
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npcMoveScript = GetComponent<NPCMovement>();
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paperObject.SetActive(false);
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navigationTxtBubble.SetActive(false);
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paperProduced = false;
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if (navigationTxt != null)
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{
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navigationTxt.text = GetRandomSentence();
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}
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}
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void Update()
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{
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if (npcMoveScript.inFrontOfPlayer == true)
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{
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paperObject.SetActive(true);
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navigationTxtBubble.SetActive(true);
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paperProduced = true;
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}
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}
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string GetRandomSentence()
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{
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int n = Random.Range(0, possibleSentences.Length);
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return possibleSentences[n];
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 0063fdfa7f5e6c34581b4fd94accb6ff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,167 +0,0 @@
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/*
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* Author: Livinia Poo
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* Date: 22/1/25
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* Description:
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* Customer walking handling
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*/
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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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public class NPCMovement : MonoBehaviour
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{
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/// <summary>
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/// References and Variables
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/// </summary>
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/*public Transform[] frontWalkPoints;
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public Transform[] leftWalkPoints;
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public Transform[] rightWalkPoints;*/
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public float movementSpeed = 10.0f;
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public float turnSpeed = 5.0f;
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private int currentPtIndex = 0;
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/*[SerializeField] private GameObject leftWalkPointSet;
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[SerializeField] private GameObject rightWalkPointSet;*/
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public bool inFrontOfPlayer = false;
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private GameManager gm;
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/// <summary>
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/// Start the coroutine
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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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///<summary>
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///
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/// </summary>
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public void WalkToPlayerLeft()
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{
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gm.leftWalkPointSet.SetActive(true);
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StartCoroutine(WalkingToPlayerLeft());
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}
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public void WalkToPlayerRight()
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{
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gm.rightWalkPointSet.SetActive(true);
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StartCoroutine(WalkingToPlayerRight());
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}
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/// <summary>
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/// Coroutine for NPC to walk to each point
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/// </summary>
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/// <returns></returns>
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IEnumerator WalkingToPlayer()
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{
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while (currentPtIndex < gm.frontWalkPoints.Length)
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{
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if (gm.frontWalkPoints.Length == 0)
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{
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yield break;
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}
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Transform targetPt = gm.frontWalkPoints[currentPtIndex];
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Vector3 direction = targetPt.position - transform.position;
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Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
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transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
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transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
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if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
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{
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currentPtIndex++;
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if (currentPtIndex >= gm.frontWalkPoints.Length)
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{
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StopAllCoroutines();
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currentPtIndex = 0;
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inFrontOfPlayer = true;
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yield break;
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}
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}
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yield return null;
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}
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}
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/// <summary>
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/// Coroutine for NPC to walk to each point
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/// </summary>
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/// <returns></returns>
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IEnumerator WalkingToPlayerLeft()
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{
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while (currentPtIndex < gm.leftWalkPoints.Length)
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{
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if (gm.leftWalkPoints.Length == 0)
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{
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yield break;
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}
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Transform targetPt = gm.leftWalkPoints[currentPtIndex];
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Vector3 direction = targetPt.position - transform.position;
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Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
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transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
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transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
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if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
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{
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currentPtIndex++;
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if (currentPtIndex >= gm.leftWalkPoints.Length)
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{
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StopAllCoroutines();
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currentPtIndex = 0;
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yield break;
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}
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}
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yield return null;
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}
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}
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/// <summary>
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/// Coroutine for NPC to walk to each point
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/// </summary>
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/// <returns></returns>
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IEnumerator WalkingToPlayerRight()
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{
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while (currentPtIndex < gm.rightWalkPoints.Length)
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{
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if (gm.rightWalkPoints.Length == 0)
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{
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yield break;
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}
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Transform targetPt = gm.rightWalkPoints[currentPtIndex];
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Vector3 direction = targetPt.position - transform.position;
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Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
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transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
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transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
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if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
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{
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currentPtIndex++;
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if (currentPtIndex >= gm.rightWalkPoints.Length)
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{
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StopAllCoroutines();
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currentPtIndex = 0;
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yield break;
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}
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}
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yield return null;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: ee1f54676195faf4ba8ba4d5e99b916f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -72,11 +72,11 @@ public class NpcMovementRework : MonoBehaviour
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public IEnumerator SitDown()
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{
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var i = Random.Range(0, NpcManager.instance.Seats.Count);
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var i = Random.Range(0, NpcManager.instance.Seats.Length);
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var seat = NpcManager.instance.Seats[i];
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while (!seat.Available)
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{
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i = Random.Range(0, NpcManager.instance.Seats.Count);
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i = Random.Range(0, NpcManager.instance.Seats.Length);
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seat = NpcManager.instance.Seats[i];
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}
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@ -48,7 +48,9 @@ public class NpcManager : MonoBehaviour
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/// float for time between npc spawns
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/// </summary>
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[SerializeField] private float npcBufferTime;
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public Seat[] Seats;
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/// <summary>
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/// a bool to check if the player is free
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/// </summary>
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@ -58,10 +60,7 @@ public class NpcManager : MonoBehaviour
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/// collection of all exiting npcs
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/// </summary>
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public List<GameObject> currentNpcs;
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/// <summary>
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/// a collection of positions for the chairs to sit for the npcs
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/// </summary>
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public GameObject[] chairPositions;
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/// <summary>
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/// a collection of positions for the npcs to despawn
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/// </summary>
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@ -136,4 +135,10 @@ public class NpcManager : MonoBehaviour
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}
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isSpawning = false;
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}
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[Serializable]
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public struct Seat
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{
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public GameObject SeatObject;
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public bool Available;
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}
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}
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