game: trying to troubleshoot effects
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4 changed files with 238 additions and 14 deletions
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--- !u!43 &200338106
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--- !u!43 &200338106
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Mesh:
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Mesh:
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m_ObjectHideFlags: 0
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@ -150664,6 +150829,7 @@ SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_Roots:
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m_Roots:
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- {fileID: 1297863893}
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- {fileID: 1297863893}
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- {fileID: 198323986}
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- {fileID: 19713756}
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- {fileID: 19713756}
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- {fileID: 960695709}
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- {fileID: 960695709}
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- {fileID: 108605771}
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- {fileID: 108605771}
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@ -15,7 +15,8 @@ using UnityEngine.XR.Interaction.Toolkit;
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public class BedroomTask : MonoBehaviour
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public class BedroomTask : MonoBehaviour
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{
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{
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private GameManager gameManager;
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private GameManager gameManager;
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private PostProcessingManager postProcessingManager;
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[Header("Task Requirement Values")]
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[Header("Task Requirement Values")]
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// To track how much trash has been collected so far
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// To track how much trash has been collected so far
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public int trashCollected = 0;
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public int trashCollected = 0;
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@ -23,7 +24,6 @@ public class BedroomTask : MonoBehaviour
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// Defines how much trash is needed to collect in order to unlock the door
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// Defines how much trash is needed to collect in order to unlock the door
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public int trashRequired = 10;
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public int trashRequired = 10;
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// Defines the door
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// Defines the door
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[Header("Door to Unlock")]
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[Header("Door to Unlock")]
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public GameObject door;
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public GameObject door;
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@ -202,6 +202,8 @@ public class BedroomTask : MonoBehaviour
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storyText.text = "!!!";
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storyText.text = "!!!";
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storyPanelUI.SetActive(true);
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storyPanelUI.SetActive(true);
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PostProcessingManager.Instance.StartEffect("Panic");
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// Play footsteps of parents walking away
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// Play footsteps of parents walking away
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audioSource.PlayOneShot(footstepsSound);
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audioSource.PlayOneShot(footstepsSound);
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yield return new WaitForSeconds(footstepsSound.length);
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yield return new WaitForSeconds(footstepsSound.length);
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@ -210,12 +212,18 @@ public class BedroomTask : MonoBehaviour
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audioSource.PlayOneShot(doorSlamSound);
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audioSource.PlayOneShot(doorSlamSound);
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yield return new WaitForSeconds(doorSlamSound.length);
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yield return new WaitForSeconds(doorSlamSound.length);
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PostProcessingManager.Instance.StopEffect();
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// Clear the "!!!"
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// Clear the "!!!"
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storyText.text = "";
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storyText.text = "";
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// Unlocks the door after the clips and update the story
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// Unlocks the door after the clips and update the story
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UnlockDoor();
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UnlockDoor();
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// Add a small delay before updating the text to ensure everything shows properly
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yield return new WaitForSeconds(0.5f);
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storyText.text = "They finally left... just as soon as I finished cleaning. I can leave the room now.";
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storyText.text = "They finally left... just as soon as I finished cleaning. I can leave the room now.";
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StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
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StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
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}
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}
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@ -227,4 +235,14 @@ public class BedroomTask : MonoBehaviour
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yield return new WaitForSeconds(delay);
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yield return new WaitForSeconds(delay);
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uiElement.SetActive(false);
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uiElement.SetActive(false);
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}
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}
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}
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public void ApplyHeadacheEffect()
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{
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PostProcessingManager.Instance?.TriggerEffect("Headache");
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}
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public void ApplyDizzinessEffect()
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{
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PostProcessingManager.Instance?.TriggerEffect("Dizziness");
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}
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}
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@ -12,6 +12,8 @@ using UnityEngine.Rendering.Universal;
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public class PostProcessingManager : MonoBehaviour
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public class PostProcessingManager : MonoBehaviour
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{
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{
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public static PostProcessingManager Instance;
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// Defines the Global Volume
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// Defines the Global Volume
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public Volume volume;
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public Volume volume;
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@ -42,6 +44,18 @@ public class PostProcessingManager : MonoBehaviour
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// Checks if effect is active or not
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// Checks if effect is active or not
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private bool isEffectActive = false;
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private bool isEffectActive = false;
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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@ -78,7 +92,7 @@ public class PostProcessingManager : MonoBehaviour
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}
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}
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// Function to start the effect
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// Function to start the effect
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private void StartEffect(string effectName)
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public void StartEffect(string effectName)
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{
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{
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// The effect is active
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// The effect is active
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isEffectActive = true;
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isEffectActive = true;
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}
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}
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// Function to stop the effect
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// Function to stop the effect
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private void StopEffect(string effectName)
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public void StopEffect(string effectName)
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{
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{
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// The effect is not active
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// The effect is not active
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isEffectActive = false;
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isEffectActive = false;
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// Reset effects to default
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// Reset effects to default
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vignette.intensity.Override(0f);
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if (vignette != null) vignette.intensity.Override(0f);
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chromaticAberration.intensity.Override(0f);
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if (chromaticAberration != null) chromaticAberration.intensity.Override(0f);
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motionBlur.intensity.Override(0f);
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if (motionBlur != null) motionBlur.intensity.Override(0f);
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lensDistortion.intensity.Override(0f);
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if (lensDistortion != null) lensDistortion.intensity.Override(0f);
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colorAdjustments.postExposure.Override(0f);
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if (colorAdjustments != null) colorAdjustments.postExposure.Override(0f);
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}
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}
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// Applies effects over time based on the type
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// Applies effects over time based on the type
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private IEnumerator ApplyEffect(string effectName)
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private IEnumerator ApplyEffect(string effectName)
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{
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{
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float time = 0f;
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float time = 0f;
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float timeToMax = 1f;
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float duration = 1f;
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while (time < timeToMax)
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while (time < duration)
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{
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{
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time += Time.deltaTime;
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time += Time.deltaTime;
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time = Mathf.Clamp01(time);
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float t = Mathf.Clamp01(time / duration);
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// Values for headache effect
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// Values for headache effect
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if (effectName == "Headache")
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if (effectName == "Headache")
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yield return null;
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yield return null;
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}
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}
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}
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}
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public void ApplyPanicEffect()
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{
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StartCoroutine(LoopPanicEffect());
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}
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private IEnumerator LoopPanicEffect()
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{
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float time = 0f;
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float duration = 0.1f;
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while (isEffectActive)
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{
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time += Time.deltaTime;
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float t = Mathf.PingPong(time / duration, 1f); // Looping the effect
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// Apply intensity for panic effect
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vignette.intensity.Override(vignetteIntensity.Evaluate(t));
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chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(t));
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motionBlur.intensity.Override(motionBlurIntensity.Evaluate(t));
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lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(t));
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colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(t));
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yield return null;
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}
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}
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}
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}
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