Start on attempt to consolidate multiple scenes into one
This commit is contained in:
@@ -205,9 +205,24 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 3dc835db21e8a7244a1e4ca279799cd6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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grassStep: {fileID: 8300000, guid: 539d0bf64e3207c43bbdcd75fa6f271d, type: 3}
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templeStep: {fileID: 8300000, guid: b4cbe01d1f5ccab4bbfbc780613fc59e, type: 3}
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sandStep: {fileID: 8300000, guid: fb2c6dc162e24d94ebb3c3dba7cdb911, type: 3}
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grassStep:
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audioClip: {fileID: 0}
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pitchMin: 0
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pitchMax: 0
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volumeMin: 0
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volumeMax: 0
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templeStep:
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audioClip: {fileID: 0}
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pitchMin: 0
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pitchMax: 0
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volumeMin: 0
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volumeMax: 0
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sandStep:
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audioClip: {fileID: 0}
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pitchMin: 0
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pitchMax: 0
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volumeMin: 0
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volumeMax: 0
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audioSource: {fileID: 8343511731192482761}
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--- !u!82 &8343511731192482761
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AudioSource:
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@@ -1001,7 +1016,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6949365541298368387}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -38.886, y: 12.41, z: -15.738}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 1
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m_Children:
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@@ -1102,9 +1117,24 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 3dc835db21e8a7244a1e4ca279799cd6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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grassStep: {fileID: 8300000, guid: 539d0bf64e3207c43bbdcd75fa6f271d, type: 3}
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templeStep: {fileID: 8300000, guid: b4cbe01d1f5ccab4bbfbc780613fc59e, type: 3}
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sandStep: {fileID: 8300000, guid: fb2c6dc162e24d94ebb3c3dba7cdb911, type: 3}
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grassStep:
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audioClip: {fileID: 8300000, guid: 539d0bf64e3207c43bbdcd75fa6f271d, type: 3}
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pitchMin: 0
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pitchMax: 0
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volumeMin: 0.6
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volumeMax: 0.8
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templeStep:
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audioClip: {fileID: 8300000, guid: b4cbe01d1f5ccab4bbfbc780613fc59e, type: 3}
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pitchMin: 0.7
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pitchMax: 1.1
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volumeMin: 0.6
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volumeMax: 1
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sandStep:
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audioClip: {fileID: 8300000, guid: fb2c6dc162e24d94ebb3c3dba7cdb911, type: 3}
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pitchMin: 0
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pitchMax: 0
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volumeMin: 0
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volumeMax: 0
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audioSource: {fileID: -5973425731125482380}
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--- !u!82 &-5973425731125482380
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AudioSource:
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7795
Assets/Scenes/Temple/Temple.unity
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7795
Assets/Scenes/Temple/Temple.unity
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File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Temple/Temple.unity.meta
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7
Assets/Scenes/Temple/Temple.unity.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 47f46a65c6a9c8f4aa201e9b549862c6
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2725,6 +2725,10 @@ PrefabInstance:
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propertyPath: m_Layer
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value: 7
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objectReference: {fileID: 0}
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- target: {fileID: 7607175870710481519, guid: 8ceeae119e95aeb46b0ece6d23daffbd, type: 3}
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propertyPath: panLevelCustomCurve.m_Curve.Array.data[0].value
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value: 0.505
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objectReference: {fileID: 0}
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- target: {fileID: 8159499173479043375, guid: 8ceeae119e95aeb46b0ece6d23daffbd, type: 3}
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propertyPath: m_Layer
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value: 7
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@@ -4,6 +4,7 @@ using UnityEngine.SceneManagement;
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namespace Scampz.GameJam.Assets.Scripts
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{
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[RequireComponent(typeof(AudioSource))]
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public class BGMManager : MonoBehaviour
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{
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@@ -3,25 +3,29 @@ using UnityEngine;
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namespace Scampz.GameJam
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{
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[RequireComponent(typeof(AudioSource))]
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public class Footsteps : MonoBehaviour
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{
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[SerializeField]
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private AudioClip grassStep;
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private SFXClip grassStep;
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[SerializeField]
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private AudioClip templeStep;
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private SFXClip templeStep;
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[SerializeField]
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private AudioClip sandStep;
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private SFXClip sandStep;
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[SerializeField]
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private AudioSource audioSource;
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public void Step()
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{
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Debug.Log("Step SFX");
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var clip = GetAudioClip();
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audioSource.PlayOneShot(clip);
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var soundEffect = GetAudioClip();
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audioSource.pitch = Random.Range(soundEffect.pitchMin, soundEffect.pitchMax);
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audioSource.volume = Random.Range(soundEffect.volumeMin, soundEffect.volumeMax);
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audioSource.clip = soundEffect.audioClip;
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audioSource.PlayOneShot(soundEffect.audioClip);
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}
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private AudioClip GetAudioClip()
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private SFXClip GetAudioClip()
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{
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var terrainType = TerrainTypeFinder.Find();
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switch (terrainType)
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@@ -37,4 +41,14 @@ namespace Scampz.GameJam
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return templeStep;
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}
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}
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[System.Serializable]
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public struct SFXClip
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{
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public AudioClip audioClip;
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public float pitchMin;
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public float pitchMax;
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public float volumeMin;
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public float volumeMax;
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}
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}
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@@ -39,7 +39,7 @@ namespace Scampz.GameJam.Assets.Scripts.Audio
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=> _soundEffects.SoundEffects.Where(x => x.name.Equals(desiredSoundEffect)).Single();
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}
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public class SoundEffect
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public class SoundEffectName
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{
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public static string ComputerTalk => "computer talk ed";
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@@ -65,7 +65,7 @@ namespace Scampz.GameJam
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return;
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}
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SFXManager.Instance.PlaySoundEffect(SoundEffect.Narration);
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SFXManager.Instance.PlaySoundEffect(SoundEffectName.Narration);
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var sentence = sentences.Dequeue();
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StopAllCoroutines();
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@@ -86,7 +86,7 @@ namespace Scampz.GameJam
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yield return new WaitForSecondsRealtime(1f);
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SFXManager.Instance.StopSoundEffect();
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yield return new WaitForKeyDown(InputOptions.Submit);
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SFXManager.Instance.PlaySoundEffect(SoundEffect.Ok);
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SFXManager.Instance.PlaySoundEffect(SoundEffectName.Ok);
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yield return new WaitForSeconds(0.5f);
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DisplayNextSentence();
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}
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@@ -26,12 +26,14 @@ public class PlayerSpawnController : MonoBehaviour
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{
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_player = GameObject.FindGameObjectWithTag("Player");
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_player.transform.position = _spawnLocation.transform.position;
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_player.transform.rotation = _spawnLocation.transform.rotation;
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}
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else
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{
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_player = Instantiate(_playerPrefab);
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_player.transform.position = _spawnLocation.transform.position;
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_player.transform.rotation = _spawnLocation.transform.rotation;
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DontDestroyOnLoad(_player);
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}
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}
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@@ -8,13 +8,11 @@ namespace Scampz.GameJam.Assets.Scripts
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private CharacterController _controller;
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public float Speed = 10f;
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public float RotateSpeed = 720.0f;
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private Animator _animator;
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private PlayerState _playerState;
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private void Start()
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{
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_controller = GetComponent<CharacterController>();
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_animator = GetComponent<Animator>();
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_playerState = GetComponent<PlayerState>();
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}
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@@ -4,13 +4,11 @@
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TagManager:
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serializedVersion: 2
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tags:
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- From TempleA To Temple B
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- From TempleB to Temple C
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- From TempleC to Temple Sanctum
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- From Temple Sanctum to Temple C
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- From Temple C to Temple B
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- From Temple B to Temple A
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- From Temple A to World Map
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- TempleA
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- TempleB
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- TempleC
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- TempleD
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- Sanctum
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layers:
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- Default
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- TransparentFX
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