Add custom cursors
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@@ -13,10 +13,14 @@ public class AdventurerInteractable : MonoBehaviour
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}
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// Update is called once per frame
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void Update()
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void OnMouseEnter()
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{
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GameManager.Instance.uiManager.SetCursor(GameManager.Instance.m_talkCursor);
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}
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void OnMouseExit()
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{
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GameManager.Instance.uiManager.SetCursor(GameManager.Instance.m_defaultCursor);
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}
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private void OnMouseDown()
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@@ -27,6 +31,7 @@ public class AdventurerInteractable : MonoBehaviour
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if (GameManager.Instance.dialogueController.DialogueInProgress)
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return;
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GameManager.Instance.uiManager.BlockInput(true);
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//PlayerController.Instance.cameraMovement = false;
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CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name);
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GameManager.Instance.dialogueController.DisplayCharacterText(character);
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@@ -28,6 +28,7 @@ public class DialogueController : MonoBehaviour
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{
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Debug.Log($"DialogueController: Character {characterName} finished interviewing");
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CharacterManager.Instance.SetInterviewed(characterName);
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GameManager.Instance.uiManager.BlockInput(false);
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}
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public void Debug_NextCharacter()
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@@ -12,6 +12,8 @@ public class GameManager : MonoBehaviour
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public DialogueController dialogueController;
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public UIManager uiManager;
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public Texture2D m_talkCursor, m_lookCursor, m_defaultCursor;
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[SerializeField] private float m_fadeT;
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private float m_fadeTotal;
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[SerializeField] private bool m_showFade = false;
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@@ -14,16 +14,16 @@ public class Journal : MonoBehaviour
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public Transform questPage;
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private int m_selectedAdventurer = 0;
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// Start is called before the first frame update
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void Start()
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void OnMouseEnter()
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{
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GameManager.Instance.uiManager.SetCursor(GameManager.Instance.m_lookCursor);
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}
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// Update is called once per frame
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void Update()
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void OnMouseExit()
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{
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GameManager.Instance.uiManager.SetCursor(GameManager.Instance.m_defaultCursor);
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}
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private void OnMouseDown()
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@@ -10,6 +10,15 @@ public class UIManager : MonoBehaviour
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public void BlockInput(bool value)
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{
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Cursor.SetCursor(GameManager.Instance.m_defaultCursor, Vector2.zero, CursorMode.Auto);
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m_blocked = value;
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}
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public void SetCursor(Texture2D cursor)
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{
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if(!m_blocked)
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{
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Cursor.SetCursor(cursor, Vector2.zero, CursorMode.Auto);
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}
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}
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}
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