made rain sound on day 2 and day fade if day 2 no leave house
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4 changed files with 247 additions and 7 deletions
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@ -276514,10 +276602,14 @@ MonoBehaviour:
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m_Name:
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nextSceneName: Town
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day3:
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day3: Day3
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@ -137157,7 +137157,7 @@ AudioSource:
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@ -266549,6 +266549,7 @@ MonoBehaviour:
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particleEffects:
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- {fileID: 1180594040}
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- {fileID: 803565964}
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rainAudioSource: {fileID: 684358111}
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storyPanelUI: {fileID: 1431178180}
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storyText: {fileID: 1809346053}
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parkPondTrigger: {fileID: 1801320667}
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@ -22,6 +22,8 @@ public class GoToSchool : MonoBehaviour
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public AudioLoop audioLoop;
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public ParticleSystem[] particleEffects;
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public AudioSource rainAudioSource;
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// Defines UI references
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[Header("UI References")] public GameObject storyPanelUI;
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@ -79,7 +81,12 @@ public class GoToSchool : MonoBehaviour
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effect.gameObject.SetActive(true); // Ensure the GameObject is active
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effect.Play(); // Play each particle system
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}
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if (rainAudioSource != null)
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{
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rainAudioSource.volume = 0.8f;
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rainAudioSource.Play();
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}
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// PostProcessingManager.Instance.TriggerEffect("Panic");
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break;
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}
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@ -11,18 +11,25 @@ using UnityEngine.SceneManagement;
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public class LeaveHouseTrigger : MonoBehaviour
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{
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// Name of the next scene
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public string nextSceneName;
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public string day3;
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public GameObject confirmationPanel;
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public TMP_Text warningText;
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public GameObject warningPanel;
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public GameObject nextdayPanel;
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public CanvasGroup fadeCanvasGroup;
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public float fadeDuration = 1f;
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public float displayDuration = 5f;
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// Start is called before the first frame update
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private void Start()
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{
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confirmationPanel.SetActive(false);
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warningText.text = "";
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nextdayPanel.SetActive(false);
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}
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private void OnTriggerEnter(Collider other)
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@ -78,11 +85,41 @@ public class LeaveHouseTrigger : MonoBehaviour
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{
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if (GameManager.Instance.CurrentDay == 2)
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{
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nextdayPanel.SetActive(true);
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StartCoroutine(FadeInAndLoadScene());
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GameManager.Instance.IncrementDay();
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SceneManager.LoadScene(day3);
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}
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confirmationPanel.SetActive(false);
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warningPanel.SetActive(true);
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}
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private IEnumerator FadeInAndLoadScene()
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{
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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yield return new WaitForSeconds(displayDuration);
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SceneManager.LoadScene(day3);
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yield return new WaitForSeconds(1f); // Small delay to ensure scene transition
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}
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private IEnumerator Fade(float startAlpha, float endAlpha, float duration)
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{
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var elapsed = 0f;
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fadeCanvasGroup.alpha = startAlpha;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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var t = elapsed / duration;
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yield return null;
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}
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fadeCanvasGroup.alpha = endAlpha;
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}
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}
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