change: Removed dependencies and references to OLD_StateController
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@ -1,78 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class OLD_StateController : MonoBehaviour {
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// this is mostly a placeholder for making the programmer HUD work properly
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// something like this will be needed later but like with real variables
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public bool canTrumpet = true;
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public bool canTambourine = true;
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public bool canClarinet = true;
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public bool canCymbal = true;
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public enum PlayerStates {
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Idle,
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Running,
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Jumping,
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Falling,
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TrumpetJumping,
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TambourineThrowing,
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SpiderGrappling,
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ClarinetDiving,
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CymbalParrying,
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}
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public PlayerStates currentState = PlayerStates.Idle;
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// Start is called before the first frame update
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void Start() {
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}
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// Update is called once per frame
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void Update() {
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if (Input.GetKeyDown(KeyCode.Q)) {
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canTrumpet = !canTrumpet;
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print("Q");
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}
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if (Input.GetKeyDown(KeyCode.W)) {
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canTambourine = !canTambourine;
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}
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if (Input.GetKeyDown(KeyCode.E)) {
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canClarinet = !canClarinet;
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}
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if (Input.GetKeyDown(KeyCode.R)) {
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canCymbal = !canCymbal;
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}
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if (Input.GetKeyDown("1")) {
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currentState = PlayerStates.Idle;
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}
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if (Input.GetKeyDown("2")) {
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currentState = PlayerStates.Running;
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}
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if (Input.GetKeyDown("3")) {
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currentState = PlayerStates.Jumping;
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}
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if (Input.GetKeyDown("4")) {
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currentState = PlayerStates.Falling;
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}
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if (Input.GetKeyDown("5")) {
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currentState = PlayerStates.TrumpetJumping;
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}
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if (Input.GetKeyDown("6")) {
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currentState = PlayerStates.TambourineThrowing;
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}
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if (Input.GetKeyDown("7")) {
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currentState = PlayerStates.SpiderGrappling;
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}
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if (Input.GetKeyDown("8")) {
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currentState = PlayerStates.ClarinetDiving;
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}
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if (Input.GetKeyDown("9")) {
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currentState = PlayerStates.CymbalParrying;
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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: 73653b02e42804d288eaaf881c511225
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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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@ -3,7 +3,8 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using TMPro;
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using TMPro;
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public class ProgrammerHUDController : MonoBehaviour {
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public class ProgrammerHUDController : MonoBehaviour
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{
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// assigned in inspector
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// assigned in inspector
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[SerializeField] TMP_Text trumpetUI;
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[SerializeField] TMP_Text trumpetUI;
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@ -13,26 +14,28 @@ public class ProgrammerHUDController : MonoBehaviour {
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[SerializeField] TMP_Text stateText;
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[SerializeField] TMP_Text stateText;
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[SerializeField] GameObject programmerHUD;
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[SerializeField] GameObject programmerHUD;
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[SerializeField] OLD_StateController stateController;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start() {
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void Start()
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trumpetUI.text = "Can Trumpet?\n" + stateController.canTrumpet;
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{
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clarinetUI.text = "Can Clarinet?\n" + stateController.canClarinet;
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UpdateText();
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cymbalUI.text = "Can Cymbal?\n" + stateController.canCymbal;
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}
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tambourineUI.text = "Can Tambourine?\n" + stateController.canTambourine;
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stateText.text = "Current State:\n" + stateController.currentState;
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void UpdateText()
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{
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trumpetUI.text = "Can Trumpet?\n" + StateController.Instance.HasTrumpet();
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clarinetUI.text = "Can Clarinet?\n" + StateController.Instance.HasClarinet();
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cymbalUI.text = "Can Cymbal?\n" + StateController.Instance.HasCymbal();
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tambourineUI.text = "Can Tambourine?\n" + StateController.Instance.HasTambourine();
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update() {
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void Update()
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trumpetUI.text = "Can Trumpet?\n" + stateController.canTrumpet;
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{
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clarinetUI.text = "Can Clarinet?\n" + stateController.canClarinet;
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UpdateText();
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cymbalUI.text = "Can Cymbal?\n" + stateController.canCymbal;
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tambourineUI.text = "Can Tambourine?\n" + stateController.canTambourine;
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stateText.text = "Current State:\n" + stateController.currentState;
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if (Input.GetKeyDown(KeyCode.H)) {
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if (Input.GetKeyDown(KeyCode.H))
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{
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programmerHUD.SetActive(!programmerHUD.activeSelf);
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programmerHUD.SetActive(!programmerHUD.activeSelf);
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}
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}
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@ -10,6 +10,7 @@ public enum UnlockedItems
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Trumpet,
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Trumpet,
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Tambourine,
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Tambourine,
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Clarinet,
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Clarinet,
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Cymbal,
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}
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}
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public class StateController : MonoBehaviour
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public class StateController : MonoBehaviour
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@ -75,6 +76,11 @@ public class StateController : MonoBehaviour
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return this.itemProgression >= UnlockedItems.Clarinet;
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return this.itemProgression >= UnlockedItems.Clarinet;
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}
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}
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public bool HasCymbal()
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{
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return this.itemProgression >= UnlockedItems.Cymbal;
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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{
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@ -132,6 +138,9 @@ public class StateController : MonoBehaviour
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case "ClarinetScene":
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case "ClarinetScene":
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this.itemProgression = UnlockedItems.Clarinet;
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this.itemProgression = UnlockedItems.Clarinet;
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break;
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break;
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case "MushroomForest":
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this.itemProgression = UnlockedItems.Cymbal;
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break;
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};
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};
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#endregion
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#endregion
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}
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}
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