Merge remote-tracking branch 'origin/main'
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commit
177586801c
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blender/Models/Fox_Walking.blend
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blender/Models/Fox_Walking.blend
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blender/Models/Fox_Walking.fbx
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blender/Models/Fox_Walking.fbx
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blueberryPeak/Assets/Scenes/MainMenu.unity
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blueberryPeak/Assets/Scenes/MainMenu.unity
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blueberryPeak/Assets/Scenes/MainMenu.unity.meta
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blueberryPeak/Assets/Scenes/MainMenu.unity.meta
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fileFormatVersion: 2
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guid: bed5a0c285f984a5e99a8d69bc2bab91
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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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18
blueberryPeak/Assets/Scripts/Helper/MainMenu.cs
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blueberryPeak/Assets/Scripts/Helper/MainMenu.cs
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class MainMenu : MonoBehaviour
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{
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public void StartGame()
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{
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Debug.Log("Start Game");
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// Load the first scene (assuming it's named "GameScene")
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SceneManager.LoadScene("Beach");
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}
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public void QuitGame()
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{
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Debug.Log("Quit Game");
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Application.Quit();
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}
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}
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2
blueberryPeak/Assets/Scripts/Helper/MainMenu.cs.meta
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blueberryPeak/Assets/Scripts/Helper/MainMenu.cs.meta
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fileFormatVersion: 2
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guid: bfd1564be9e1f46fc80749ae2e20f617
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@ -1,46 +1,43 @@
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using System.Collections;
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using UnityEngine;
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using Event = AK.Wwise.Event;
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public class DialogManager : MonoBehaviour
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{
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public GameObject dialogPanel;
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public TextMeshProUGUI dialogText; // Use TextMeshProUGUI instead of Text
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public PlayerMovement playerMovement;
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[SerializeField] private AK.Wwise.Event TypeSound;
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[SerializeField] private Event TypeSound;
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private Coroutine dialogCoroutine;
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private void Start()
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{
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dialogPanel.SetActive(false); // Hide on start
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}
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Coroutine dialogCoroutine = null;
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public void ShowDialog(string message)
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{
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print("should be showing dialog");
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if (dialogCoroutine != null)
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{
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StopCoroutine(dialogCoroutine);
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}
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if (dialogCoroutine != null) StopCoroutine(dialogCoroutine);
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dialogCoroutine = StartCoroutine(ShowDialogCoroutine(message));
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dialogPanel.SetActive(true);
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playerMovement.moveAllowed = false;
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}
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// Coroutine to show dialog. Each letter is displayed one by one
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// Coroutine to show dialog. Each letter is displayed one by one
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IEnumerator ShowDialogCoroutine(string message)
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private IEnumerator ShowDialogCoroutine(string message)
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{
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dialogText.text = ""; // Clear previous text
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dialogPanel.SetActive(true);
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playerMovement.moveAllowed = false;
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int letterCount = 0;
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int nextSoundTrigger = Random.Range(2, 5); // Random between 2 and 5 inclusive
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var letterCount = 0;
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var nextSoundTrigger = Random.Range(3, 8); // Random between 2 and 5 inclusive
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foreach (char letter in message)
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foreach (var letter in message)
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{
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dialogText.text += letter;
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letterCount++;
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@ -49,21 +46,19 @@ public class DialogManager : MonoBehaviour
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{
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TypeSound.Post(gameObject);
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letterCount = 0;
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nextSoundTrigger = Random.Range(2, 5); // Choose new interval
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nextSoundTrigger = Random.Range(3, 8); // Choose new interval
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}
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yield return new WaitForSeconds(0.05f);
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yield return new WaitForSeconds(0.02f);
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}
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dialogCoroutine = null;
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}
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public void HideDialog()
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{
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dialogPanel.SetActive(false);
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playerMovement.moveAllowed = true;
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}
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}
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}
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