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57
Assets/Scripts/SceneManagement/ConditionalTeleportPlayer.cs
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57
Assets/Scripts/SceneManagement/ConditionalTeleportPlayer.cs
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using System.Collections;
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using UnityEngine;
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namespace Scampz.GameJam.Assets.Scripts.SceneManagement
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{
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public class ConditionalTeleportPlayer : MonoBehaviour
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{
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[SerializeField]
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private Transform _spawnPointA;
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[SerializeField]
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private Transform _spawnPointB;
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[SerializeField]
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private Camera[] camerasToActivateA;
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[SerializeField]
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private Camera[] camerasToActivateB;
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private void OnTriggerEnter(Collider collider)
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{
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if (collider.CompareTag("Player"))
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{
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StartCoroutine(LoadNextLevel());
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}
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}
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private IEnumerator LoadNextLevel()
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{
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var spawnPoint = _spawnPointA;
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var cameras = camerasToActivateA;
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if (UnlockSanctumState.Instance.SanctumUnlocked)
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{
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spawnPoint = _spawnPointB;
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cameras = camerasToActivateB;
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}
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var levelChanger = FindObjectOfType<LevelChanger>();
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levelChanger.FadeAnimation();
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yield return null;
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var player = GameObject.FindGameObjectWithTag("Player");
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var cc = player.GetComponent<CharacterController>();
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cc.enabled = false;
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player.SetActive(false);
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yield return new WaitForSeconds(1.0f);
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yield return null;
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player.transform.position = spawnPoint.position;
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player.transform.rotation = spawnPoint.rotation;
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cc.enabled = true;
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var allCamerasInCurrentScene = FindObjectsOfType<Camera>();
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foreach (var sceneCamera in allCamerasInCurrentScene)
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sceneCamera.enabled = false;
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foreach (var camera in cameras)
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camera.enabled = true;
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player.SetActive(true);
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yield return null;
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}
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}
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}
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