Bug Fixes from v1.0
- Fix lighting on desert - Move dialogue radius to correct spot - Disable movement while talking to NPCs - Move desert spawn point a little bit
This commit is contained in:
@@ -7,6 +7,18 @@ namespace Scampz.GameJam
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[SerializeField]
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private Animator animator;
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public static LevelChanger Instance;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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DestroyImmediate(this);
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return;
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}
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Instance = this;
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}
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public void FadeAnimation()
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{
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animator.SetTrigger("Start");
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Scampz.GameJam.Assets.Scripts;
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using Scampz.GameJam.Assets.Scripts.Audio;
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using Scampz.GameJam.Assets.Scripts.Utilities;
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using TMPro;
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@@ -120,6 +121,9 @@ namespace Scampz.GameJam
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_dialogueTextGUI.text = string.Empty;
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IsTalking = false;
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SFXManager.Instance.StopSoundEffect();
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var player = GameObject.FindGameObjectWithTag("Player");
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var inputController = player.GetComponent<CharacterInputController>();
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inputController.EnableActions();
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Scampz.GameJam.Assets.Scripts;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -33,7 +34,9 @@ namespace Scampz.GameJam
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private void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("Player"))
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{
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_isWithinRange = false;
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}
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}
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private void Update()
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@@ -41,10 +44,9 @@ namespace Scampz.GameJam
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if (_isWithinRange && confirmAction.triggered && !DialogueManager.Instance.IsTalking)
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{
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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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var inputController = player.GetComponent<CharacterInputController>();
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inputController.DisableActions();
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_dialogueTrigger.TriggerDialogue();
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cc.enabled = true;
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}
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}
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}
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@@ -12,7 +12,7 @@ namespace Scampz.GameJam
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{
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if (Instance != null && Instance != this)
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{
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Destroy(this);
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DestroyImmediate(this);
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return;
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}
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Instance = this;
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@@ -28,8 +28,7 @@ namespace Scampz.GameJam
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{
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yield return null;
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var player = GameObject.FindGameObjectWithTag("Player");
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var levelChanger = GetComponentInChildren<LevelChanger>();
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levelChanger.FadeAnimation();
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LevelChanger.Instance.FadeAnimation();
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yield return null;
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var loadSceneOperation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
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yield return new WaitForSeconds(3f);
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@@ -15,6 +15,16 @@ namespace Scampz.GameJam.Assets.Scripts
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private InputAction move;
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private InputAction sprint;
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public void EnableActions()
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{
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move.Enable();
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}
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public void DisableActions()
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{
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move.Disable();
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}
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private void Awake()
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{
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playerControls = new PlayerControls();
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@@ -21,7 +21,7 @@ namespace Scampz.GameJam.Assets.Scripts.Player
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public void OnTriggerStay(Collider other)
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{
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if (confirmAction.triggered)
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if (other.CompareTag("Player") && confirmAction.triggered)
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UnlockSanctumState.Instance.VoidOpened = true;
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}
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}
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@@ -1,4 +1,5 @@
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using Scampz.GameJam.Assets.Scripts;
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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@@ -16,10 +17,18 @@ namespace Scampz.GameJam
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confirmAction.Enable();
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}
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private void OnDisable()
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{
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confirmAction.Disable();
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}
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void Update()
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{
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if (confirmAction.triggered)
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var uiText = GetComponentInChildren<TextMeshProUGUI>();
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if (confirmAction.inProgress)
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{
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GameManager.Instance.LoadScene(SceneNames.WorldMap, LoadSceneMode.Single);
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}
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}
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}
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}
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