day 2 going to school (schould work)
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37b7686661
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2 changed files with 114 additions and 40 deletions
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@ -250276,6 +250276,8 @@ MonoBehaviour:
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audioLoop: {fileID: 1126005959}
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audioLoop: {fileID: 1126005959}
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storyPanelUI: {fileID: 1431178180}
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storyPanelUI: {fileID: 1431178180}
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storyText: {fileID: 1809346053}
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storyText: {fileID: 1809346053}
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parkPondTrigger: {fileID: 1801320667}
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schoolTrigger: {fileID: 1357420349}
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--- !u!43 &1359399347
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--- !u!43 &1359399347
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Mesh:
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Mesh:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -346158,6 +346160,59 @@ Mesh:
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offset: 0
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offset: 0
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size: 0
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size: 0
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path:
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path:
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--- !u!1 &1801320666
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1801320668}
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- component: {fileID: 1801320667}
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m_Layer: 0
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m_Name: GoToPond
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!65 &1801320667
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BoxCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1801320666}
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m_Material: {fileID: 0}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!4 &1801320668
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1801320666}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0.36041337, z: -0, w: 0.9327927}
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m_LocalPosition: {x: 15.56, y: 21.52, z: 1095.91}
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m_LocalScale: {x: 3.4323885, y: 3.094469, z: 8.355327}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: -42.251, z: 0}
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--- !u!43 &1801863514
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--- !u!43 &1801863514
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Mesh:
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Mesh:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -486380,6 +486435,7 @@ SceneRoots:
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- {fileID: 1305339138}
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- {fileID: 1305339138}
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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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- {fileID: 1801320668}
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- {fileID: 1357420350}
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- {fileID: 1357420350}
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- {fileID: 931094981}
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- {fileID: 931094981}
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- {fileID: 136651374}
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- {fileID: 136651374}
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@ -17,6 +17,7 @@ public class GoToSchool : MonoBehaviour
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public float displayDuration = 5f; // Time the UI stays fully visible
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public float displayDuration = 5f; // Time the UI stays fully visible
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public AudioSource[] audioSources;
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public AudioSource[] audioSources;
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private bool atPond = false;
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private bool hasTriggered = false; // Prevent multiple triggers
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private bool hasTriggered = false; // Prevent multiple triggers
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public AudioLoop audioLoop;
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public AudioLoop audioLoop;
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@ -26,6 +27,10 @@ public class GoToSchool : MonoBehaviour
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public GameObject storyPanelUI;
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public GameObject storyPanelUI;
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public TMP_Text storyText;
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public TMP_Text storyText;
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[Header("Triggers")]
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public Collider parkPondTrigger; // Assign in Inspector
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public Collider schoolTrigger; // Assign in Inspector
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void Awake()
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void Awake()
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{
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{
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gameManager = GameManager.Instance; // Reference to GameManager instance
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gameManager = GameManager.Instance; // Reference to GameManager instance
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@ -39,6 +44,8 @@ public class GoToSchool : MonoBehaviour
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if (storyPanelUI != null)
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if (storyPanelUI != null)
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storyPanelUI.SetActive(true);
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storyPanelUI.SetActive(true);
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if (gameManager.currentDay == 1)
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{
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if (storyText != null)
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if (storyText != null)
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{
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{
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storyText.text = "I guess I should head to school now...";
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storyText.text = "I guess I should head to school now...";
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@ -51,6 +58,17 @@ public class GoToSchool : MonoBehaviour
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}
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}
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}
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}
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if (gameManager.currentDay == 2)
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{
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if (storyText != null)
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{
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storyText.text = "I need to calm down first... maybe going to the park pond would help...";
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StartCoroutine(ClearMessageAfterSeconds(7f));
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}
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}
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}
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private IEnumerator ClearMessageAfterSeconds(float delay)
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private IEnumerator ClearMessageAfterSeconds(float delay)
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{
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{
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// Waits for delay to end and hides the UI
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// Waits for delay to end and hides the UI
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@ -60,48 +78,48 @@ public class GoToSchool : MonoBehaviour
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private void OnTriggerEnter(Collider other)
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private void OnTriggerEnter(Collider other)
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{
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{
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// Check if the player entered the trigger
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// // Check if the player entered the trigger
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if (!hasTriggered && other.CompareTag("Player"))
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// if (!hasTriggered && other.CompareTag("Player"))
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// {
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// hasTriggered = true;
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// StartCoroutine(FadeInAndLoadScene());
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//
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// // Task completion is noted here
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// gameManager.GoToSchoolTaskComplete();
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// }
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if (gameManager.currentDay == 2)
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{
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if (!atPond && other == parkPondTrigger) // Player arrives at pond first
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{
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atPond = true;
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StartCoroutine(StayAtPond());
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}
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else if (atPond && !hasTriggered && other == schoolTrigger) // Player can go to school after pond
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{
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hasTriggered = true;
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StartCoroutine(FadeInAndLoadScene());
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gameManager.GoToSchoolTaskComplete();
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}
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}
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else if (!hasTriggered && other == schoolTrigger) // Normal case for Day 1
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{
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{
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hasTriggered = true;
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hasTriggered = true;
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StartCoroutine(FadeInAndLoadScene());
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StartCoroutine(FadeInAndLoadScene());
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// Task completion is noted here
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gameManager.GoToSchoolTaskComplete();
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gameManager.GoToSchoolTaskComplete();
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}
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}
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}
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}
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private IEnumerator StayAtPond()
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{
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storyText.text = "The sound of the water is soothing...";
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yield return new WaitForSeconds(7f);
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storyText.text = "I feel a little better now. I should head to school now.";
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StartCoroutine(ClearMessageAfterSeconds(7f));
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}
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IEnumerator FadeInAndLoadScene()
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IEnumerator FadeInAndLoadScene()
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{
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{
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// // Fade In
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// yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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//
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// // Display UI for 5 seconds
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// yield return new WaitForSeconds(displayDuration);
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//
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// // Determine the next scene based on the current day
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// int currentDay = gameManager.currentDay;
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// string nextScene;
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//
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// switch (currentDay)
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// {
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// case 2:
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// nextScene = "Day2";
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// break;
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// case 3:
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// nextScene = "Day3"; // need another way to go to day 3 tho bcos they arent going to sch on day 3
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// break;
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// default:
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// nextScene = "Start"; // Fallback in case of unexpected day value
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// break;
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// }
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//
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// // Load the determined next scene
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// SceneManager.LoadScene(nextScene);
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//
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// // Increment the day AFTER transitioning to avoid multiple increments
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// gameManager.IncrementDay();
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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yield return new WaitForSeconds(displayDuration);
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yield return new WaitForSeconds(displayDuration);
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