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6d3005d9d7
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6d3005d9d7 | |||
fc9b9ac330 | |||
71b7a3b919 | |||
d326e662dd |
9 changed files with 54 additions and 44 deletions
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@ -33,7 +33,7 @@ public class AudioLoop : MonoBehaviour
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audioSource.Stop(); // Pause the audio
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yield return new WaitForSeconds(15f); // Pause for 15 seconds
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}
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// NOTE: are we really just going to let this stay alive forever
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// ReSharper disable once IteratorNeverReturns
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}
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@ -125,7 +125,7 @@ public class BedroomTask : MonoBehaviour
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// If the player has collected/ thrown the required amount of trash
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if (trashCollected < trashRequired) return;
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if (GameManager.Instance == null)
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Debug.LogError("GameManager instance is null!");
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else
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@ -34,7 +34,7 @@ public class BroomSweeping : MonoBehaviour
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private void Update()
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{
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if (dirtSweepCount < dirtRequired || _taskCompleted) return;
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_taskCompleted = true;
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GameManager.Instance.FloorSweepedTaskComplete();
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@ -48,7 +48,7 @@ public class BroomSweeping : MonoBehaviour
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{
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// Now correctly checks for "Dirt" before triggering
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if (!other.CompareTag("Dirt")) return;
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dirtSweepCount++;
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// Destroy it to prevent extra counting
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@ -54,7 +54,7 @@ public class BrushTeeth : MonoBehaviour
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private void Update()
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{
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if (!_isGrabbing || _taskCompleted) return;
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_timer += Time.deltaTime;
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progressBar.value = _timer / progressTime;
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@ -64,7 +64,7 @@ public class BrushTeeth : MonoBehaviour
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private void OnDestroy()
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{
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if (_grabInteractable == null) return;
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_grabInteractable.selectEntered.RemoveListener(OnGrab);
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_grabInteractable.selectExited.RemoveListener(OnRelease);
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}
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@ -83,7 +83,7 @@ public class BrushTeeth : MonoBehaviour
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// Play brushing sound while toothbrush is grabbed, plays only if it isn't playing already
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if (audioSource.isPlaying) return;
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audioSource.clip = brushingSound;
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// Loops the sound for as long as the toothbrush is held; allows editable progress time
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@ -9,7 +9,7 @@ using UnityEngine;
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public class CameraGhostFollow : MonoBehaviour
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{
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public Transform target; // Usually the Main Camera (XR Rig's Head)
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public float followSpeed = 5f; // How quickly it follows the target
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public Vector3 offset = new(0, -0.2f, 1.5f); // Position offset
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public bool followRotation = true; // Toggle for rotating with the head
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@ -26,7 +26,7 @@ public class CameraGhostFollow : MonoBehaviour
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// Smooth Rotation Follow (Yaw + Pitch)
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if (!followRotation) return;
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// Capture target's full rotation
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var targetEulerAngles = target.eulerAngles;
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@ -31,7 +31,7 @@ public class Car : MonoBehaviour
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{
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// Check if the collider belongs to the player
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if (!other.CompareTag("Player")) return;
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Debug.Log("Teleporting Player...");
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TeleportPlayer();
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}
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@ -1,27 +1,30 @@
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using System;
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/*
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* Author: Mark
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* Date: 10/2/2025
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* Description: Playground test script for day incrementation and game manager state preservation
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*/
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class DayIncrementPlaygroundScript : MonoBehaviour
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{
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[SerializeField] public bool isBeforeScene = false;
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[SerializeField] public bool isBeforeScene;
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private bool _testHasRun = false;
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private bool _testHasRun;
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private void Update()
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{
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if (_testHasRun) return;
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// fire off Main to run in the background
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StartCoroutine(Main());
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_testHasRun = true;
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}
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IEnumerator Main()
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private IEnumerator Main()
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{
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if (isBeforeScene)
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{
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@ -30,24 +33,24 @@ public class DayIncrementPlaygroundScript : MonoBehaviour
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yield return new WaitForSeconds(3);
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Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}");
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// get game manager and then increment the day
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GameManager.Instance.IncrementDay();
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Debug.Log($"post-increment day is {GameManager.Instance.currentDay}");
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// change to the next scene
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SceneManager.LoadScene("Scenes/Testing Scenes/Day Increment Playground After");
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// change to the next scene
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// ReSharper disable once Unity.LoadSceneDisabledSceneName
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SceneManager.LoadScene("Scenes/Testing Scenes/Day Increment Playground After");
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}
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else
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{
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// wait for 3 seconds
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Debug.Log("initialisation wait...");
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yield return new WaitForSeconds(3);
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Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}");
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}
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yield return 0;
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}
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}
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}
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@ -1,3 +1,9 @@
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/*
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* Author: Mark
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* Date: 31/1/2025
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* Description: Dynamic configuration script for a drawer interactable
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*/
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using System;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit.Interactables;
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@ -8,6 +14,7 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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{
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[Header("mark's all-in-one dynamic drawer component")]
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[Space(10)]
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#if UNITY_EDITOR
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[HelpBox("make sure every child inside both prefabs are under the" +
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"'Interactable Environment' layer.\n\n" +
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"whatever non-standard (a la ProBuilder) object geometry under the " +
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@ -16,6 +23,7 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
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"'Interactable Environment' layer included in its' Raycast Mask.",
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HelpBoxMessageType.Error)]
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#endif
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[Space(10)]
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[SerializeField]
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private MovementAxis movementAxis = MovementAxis.Z;
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@ -61,7 +69,7 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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bounciness = 0,
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contactDistance = 0
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};
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// configure the rigidbody
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var rb = GetComponent<Rigidbody>();
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rb.isKinematic = false;
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@ -1,5 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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/*
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* Author: Reza
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* Date: 13/2/2025
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* Description: Car obstacle
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*/
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using UnityEngine;
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public class EffectTrigger : MonoBehaviour
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@ -7,26 +11,21 @@ public class EffectTrigger : MonoBehaviour
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// The effect name to trigger when the player enters this area
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public string effectName;
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// Check if the player enters the trigger zone
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private void OnTriggerStay(Collider other)
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{
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// Check if the player is in the trigger zone
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if (other.CompareTag("Player"))
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{
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// Trigger the effect based on the specified effectName
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if (!PostProcessingManager.Instance.IsEffectActive())
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{
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PostProcessingManager.Instance.TriggerEffect(effectName);
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}
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}
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}
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// Optionally stop the effect when the player exits the trigger zone
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private void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("Player") && PostProcessingManager.Instance.IsEffectActive())
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{
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PostProcessingManager.Instance.StopEffect();
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}
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}
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// Check if the player enters the trigger zone
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private void OnTriggerStay(Collider other)
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{
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// Check if the player is in the trigger zone
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if (!other.CompareTag("Player")) return;
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// Trigger the effect based on the specified effectName
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if (!PostProcessingManager.Instance.IsEffectActive())
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PostProcessingManager.Instance.TriggerEffect(effectName);
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}
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}
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