Spawn adventurers when fade is at midpoint
Also adds the character prefabs
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File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -13,6 +14,7 @@ public class GameManager : MonoBehaviour
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private float m_fadeTotal;
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[SerializeField] private bool m_showFade = false;
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[SerializeField] private float m_fadeDuration = 1;
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private Action m_fadeCallback;
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private void Awake()
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{
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@@ -36,6 +38,8 @@ public class GameManager : MonoBehaviour
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m_fadeT += Time.deltaTime;
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} else
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{
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m_fadeCallback?.Invoke();
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m_fadeCallback = null;
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m_fadeT -= Time.deltaTime;
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}
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m_fadeTotal += Time.deltaTime;
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@@ -55,8 +59,9 @@ public class GameManager : MonoBehaviour
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}
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public void FadePingPong()
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public void FadePingPong(Action callback = null)
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{
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m_fadeCallback = callback;
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m_fadeTotal = 0;
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m_showFade = true;
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}
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@@ -60,6 +60,17 @@ public class QuestManager : MonoBehaviour
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return true;
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}
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public void SpawnAdventurers()
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{
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foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
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{
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if (adventurer.m_spawnQuestID == activeQuest)
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{
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adventurer.gameObject.SetActive(true);
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}
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}
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}
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public void NextQuest()
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{
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activeQuest++;
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@@ -68,14 +79,8 @@ public class QuestManager : MonoBehaviour
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Debug.Log("All quests completed");
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}
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foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
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{
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if (adventurer.m_spawnQuestID == activeQuest)
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{
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adventurer.gameObject.SetActive(true);
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}
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}
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GameManager.Instance.FadePingPong();
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GameManager.Instance.FadePingPong(SpawnAdventurers);
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}
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public void RetryQuest()
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