Add SFX to dialogue, revamp control scheme (broken world map camera)
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@@ -1,8 +0,0 @@
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using UnityEngine;
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namespace Scampz.GameJam
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{
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public class DialogueInteraction : MonoBehaviour
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{
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: bd3e63ea94a97734bbe89a8d50059585
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,6 +2,7 @@ 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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using UnityEngine;
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@@ -64,6 +65,8 @@ 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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var sentence = sentences.Dequeue();
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StopAllCoroutines();
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StartCoroutine(TypeSentence(sentence));
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@@ -80,7 +83,11 @@ namespace Scampz.GameJam
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yield return new WaitForSecondsRealtime(_textSpeed);
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}
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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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yield return new WaitForSeconds(0.5f);
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DisplayNextSentence();
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}
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@@ -88,6 +95,7 @@ namespace Scampz.GameJam
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{
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_animator.SetBool("IsOpen", false);
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IsTalking = false;
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SFXManager.Instance.StopSoundEffect();
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}
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}
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}
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