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6d3005d9d7
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3465373560
9 changed files with 43 additions and 53 deletions
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@ -1,18 +1,15 @@
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/*
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using System;
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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;
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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;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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public class DayIncrementPlaygroundScript : MonoBehaviour
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public class DayIncrementPlaygroundScript : MonoBehaviour
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{
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{
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[SerializeField] public bool isBeforeScene;
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[SerializeField] public bool isBeforeScene = false;
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private bool _testHasRun;
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private bool _testHasRun = false;
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private void Update()
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private void Update()
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{
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{
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@ -24,7 +21,7 @@ public class DayIncrementPlaygroundScript : MonoBehaviour
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_testHasRun = true;
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_testHasRun = true;
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}
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}
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private IEnumerator Main()
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IEnumerator Main()
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{
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{
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if (isBeforeScene)
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if (isBeforeScene)
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{
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{
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@ -39,8 +36,8 @@ public class DayIncrementPlaygroundScript : MonoBehaviour
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Debug.Log($"post-increment day is {GameManager.Instance.currentDay}");
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Debug.Log($"post-increment day is {GameManager.Instance.currentDay}");
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// change to the next scene
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// 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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SceneManager.LoadScene("Scenes/Testing Scenes/Day Increment Playground After");
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}
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}
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else
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else
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{
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{
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@ -1,9 +1,3 @@
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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 System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit.Interactables;
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using UnityEngine.XR.Interaction.Toolkit.Interactables;
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@ -14,7 +8,6 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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{
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{
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[Header("mark's all-in-one dynamic drawer component")]
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[Header("mark's all-in-one dynamic drawer component")]
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[Space(10)]
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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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[HelpBox("make sure every child inside both prefabs are under the" +
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"'Interactable Environment' layer.\n\n" +
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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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"whatever non-standard (a la ProBuilder) object geometry under the " +
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@ -23,7 +16,6 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
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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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"'Interactable Environment' layer included in its' Raycast Mask.",
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HelpBoxMessageType.Error)]
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HelpBoxMessageType.Error)]
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#endif
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[Space(10)]
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[Space(10)]
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[SerializeField]
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[SerializeField]
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private MovementAxis movementAxis = MovementAxis.Z;
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private MovementAxis movementAxis = MovementAxis.Z;
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@ -1,9 +1,5 @@
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/*
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using System.Collections;
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* Author: Reza
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using System.Collections.Generic;
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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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using UnityEngine;
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public class EffectTrigger : MonoBehaviour
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public class EffectTrigger : MonoBehaviour
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@ -11,21 +7,26 @@ public class EffectTrigger : MonoBehaviour
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// The effect name to trigger when the player enters this area
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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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public string effectName;
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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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PostProcessingManager.Instance.StopEffect();
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}
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// Check if the player enters the trigger zone
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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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private void OnTriggerStay(Collider other)
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{
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{
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// Check if the player is in the trigger zone
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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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if (other.CompareTag("Player"))
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{
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// Trigger the effect based on the specified effectName
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// Trigger the effect based on the specified effectName
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if (!PostProcessingManager.Instance.IsEffectActive())
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if (!PostProcessingManager.Instance.IsEffectActive())
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{
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PostProcessingManager.Instance.TriggerEffect(effectName);
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PostProcessingManager.Instance.TriggerEffect(effectName);
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}
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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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}
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}
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