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@@ -2,11 +2,13 @@ using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Door;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Extensions;
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using UnityEngine;
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@@ -24,13 +26,14 @@ namespace Code.App.AppStates
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{
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Context.UIService.LoadingScreen.Show();
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Context.CameraStateMachine.SwitchState(CameraMode.Static);
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Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForSceneToLoad();
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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}
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private CinematicDoorOpening _damnDoor = new();
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private async UniTaskVoid WaitForSceneToLoad()
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{
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await UniTask.WhenAll(
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@@ -42,17 +45,20 @@ namespace Code.App.AppStates
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
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((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
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((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
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var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
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((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
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hui.cameraTarget;
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
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_damnDoor.DamnDoor = hui.damnDoor;
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_damnDoor.DamnDoor.SetPhysics(false);
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_damnDoor.DoorLight = hui.doorLight;
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var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
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menuPanel.startButton.button.onClick.AddListener(StartGame);
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menuPanel.exitButton.button.onClick.AddListener(ExitGame);
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menuPanel.CinematicDoorOpening = _damnDoor;
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((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
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Context.UIService.LoadingScreen.Hide();
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Context.InputService.EnableMap(ActionMappings.MainMenu);
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@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera
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{
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Bogdan,
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Static,
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UltraStatic,
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FirstPerson,
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ThirdPerson,
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Cinematic
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@@ -10,10 +10,11 @@ namespace Code.Gameplay.Camera
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public override void Initialize()
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{
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States.Add(CameraMode.Static, new StaticState(StateMachineContext));
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States.Add(CameraMode.UltraStatic, new UltraStaticState(StateMachineContext));
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States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
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States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
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CurrentBaseState = States[CameraMode.Static];
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CurrentBaseState = States[CameraMode.UltraStatic];
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}
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@@ -0,0 +1,29 @@
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using UnityEngine;
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namespace Code.Gameplay.Camera.CameraStates
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{
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public class UltraStaticState : BaseCameraState, ICameraState
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{
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public UltraStaticState(CameraStateMachineContext context) : base(context) { }
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public override void EnterState()
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{
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Debug.Log("Ultra static State Enter");
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base.EnterState();
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}
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protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
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{
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Camera.transform.position = FollowTransform.position;
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}
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public CameraMode GetCameraMode() => CameraMode.UltraStatic;
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protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
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out Quaternion targetRotation)
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{
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if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
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targetRotation = Camera.transform.rotation;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
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timeCreated: 1763547110
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b7ba7b62b1aa47c48dc82ac8d8e8530e
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timeCreated: 1763548306
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@@ -0,0 +1,23 @@
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using DG.Tweening;
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using UnityEngine;
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namespace Code.Gameplay.Door
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{
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public class CinematicDoorOpening
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{
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public DamnDoor DamnDoor;
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public Light DoorLight;
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public void PreOpen(bool start)
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{
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DoorLight.DOColor(start ? Color.yellow : Color.red, 0.2f);
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DamnDoor.Petlya.DORotate(new Vector3(0, -40, 0), 1f);
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}
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public void Close()
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{
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DamnDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: deda0339570d44609dd62eafd9c6215f
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timeCreated: 1763548908
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@@ -0,0 +1,16 @@
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using UnityEngine;
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namespace Code.Gameplay.Door
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{
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public class DamnDoor : MonoBehaviour
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{
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[SerializeField] Rigidbody rigidbody;
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[SerializeField] private Transform petlya;
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public Transform Petlya => petlya;
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public void SetPhysics(bool active)
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{
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rigidbody.isKinematic = active;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 50a6b5e332704611b19f5a209d4dbffe
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timeCreated: 1763548314
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@@ -1,18 +1,21 @@
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using Code.Gameplay.Door;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.Experimental.GlobalIllumination;
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namespace Code.Scenes.SceneEnvironments
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{
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[System.Serializable]
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public class MainMenuEnvironment : CurrentSceneEnvironment
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{
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public Transform cameraTarget;
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public Transform cameraPosition;
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public DamnDoor damnDoor;
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public Light doorLight;
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public void TransitVariables(MainMenuEnvironment env)
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{
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cameraTarget = env.cameraTarget;
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cameraPosition = env.cameraPosition;
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damnDoor = env.damnDoor;
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doorLight = env.doorLight;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 14bf9dd380324bf49ea98fbeb8c94186
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timeCreated: 1763550884
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@@ -0,0 +1,16 @@
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace Code.UI.Panels.Etc
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{
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public class HoverButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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{
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public Button button;
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public Action OnPointerEnterEvent, OnPointerExitEvent;
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public void OnPointerEnter(PointerEventData eventData) => OnPointerEnterEvent?.Invoke();
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public void OnPointerExit(PointerEventData eventData) => OnPointerExitEvent?.Invoke();
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f97de34a1f6042128921ad728f153909
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timeCreated: 1763550895
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@@ -1,12 +1,22 @@
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using UnityEngine;
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using UnityEngine.UI;
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using Code.Gameplay.Door;
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using Code.UI.Panels.Etc;
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namespace Code.UI
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namespace Code.UI.Panels
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{
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public class MainMenuPanel : UIElement
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{
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public Button startButton;
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public Button exitButton;
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public HoverButton startButton;
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public HoverButton exitButton;
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public CinematicDoorOpening CinematicDoorOpening;
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public void Start()
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{
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startButton.OnPointerEnterEvent = OpenStart;
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exitButton.OnPointerEnterEvent = OpenExit;
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startButton.OnPointerExitEvent = CloseDoor;
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exitButton.OnPointerExitEvent = CloseDoor;
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}
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public override void Show()
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{
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}
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@@ -14,5 +24,18 @@ namespace Code.UI
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public override void Hide()
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{
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}
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private void OpenExit()
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{
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CinematicDoorOpening.PreOpen(false);
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}
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private void OpenStart()
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{
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CinematicDoorOpening.PreOpen(true);
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}
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private void CloseDoor()
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{
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CinematicDoorOpening.Close();
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}
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}
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}
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@@ -123,7 +123,7 @@ Camera:
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m_Enabled: 1
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serializedVersion: 2
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
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@@ -196,7 +196,7 @@ MonoBehaviour:
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@@ -11,6 +11,8 @@ GameObject:
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m_Layer: 0
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@@ -89,6 +91,72 @@ MeshRenderer:
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m_ImplicitTensor: 1
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m_UseGravity: 1
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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HingeJoint:
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m_AutoConfigureConnectedAnchor: 1
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m_ConnectedAnchor: {x: 0, y: 0, z: 0}
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m_UseSpring: 0
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m_Spring:
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spring: 0
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damper: 0
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targetPosition: 0
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m_UseMotor: 0
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m_Motor:
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targetVelocity: 0
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force: 0
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freeSpin: 0
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m_UseLimits: 0
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m_BreakForce: Infinity
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m_BreakTorque: Infinity
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m_EnableCollision: 0
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m_MassScale: 1
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Reference in new issue
Block a user