Add new character model, add title screen
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86
Assets/Scripts/GameManager.cs
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86
Assets/Scripts/GameManager.cs
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using System.Collections;
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using Scampz.GameJam.Assets.Scripts;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Scampz.GameJam
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{
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance;
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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}
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public void LoadScene(int levelIndex, LoadSceneMode loadSceneMode)
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{
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StartCoroutine(LoadSceneAsync(levelIndex, loadSceneMode));
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}
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public void UnloadScene(int levelIndex)
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{
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StartCoroutine(UnloadSceneAsync(levelIndex));
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}
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public void LoadScene(string sceneName, LoadSceneMode loadSceneMode)
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{
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StartCoroutine(LoadSceneAsync(sceneName, loadSceneMode));
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}
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public void UnloadScene(string sceneName)
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{
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StartCoroutine(UnloadSceneAsync(sceneName));
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}
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IEnumerator LoadSceneAsync(int levelIndex, LoadSceneMode loadSceneMode)
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{
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yield return null;
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var loadSceneOperation = SceneManager.LoadSceneAsync(levelIndex, loadSceneMode);
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loadSceneOperation.allowSceneActivation = false;
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while (!loadSceneOperation.isDone)
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{
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if (loadSceneOperation.progress >= 0.9f)
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break;
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}
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loadSceneOperation.allowSceneActivation = true;
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yield return loadSceneOperation;
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}
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private IEnumerator UnloadSceneAsync(int levelIndex)
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{
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yield return null;
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SceneManager.UnloadSceneAsync(levelIndex);
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}
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private IEnumerator LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode)
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{
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yield return null;
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var loadSceneOperation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
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loadSceneOperation.allowSceneActivation = false;
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while (!loadSceneOperation.isDone)
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{
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if (loadSceneOperation.progress >= 0.9f)
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break;
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}
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loadSceneOperation.allowSceneActivation = true;
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yield return loadSceneOperation;
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}
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private IEnumerator UnloadSceneAsync(string sceneName)
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{
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yield return null;
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SceneManager.UnloadSceneAsync(sceneName);
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}
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}
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}
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