added transition scene with basic tutorial AND PERSISTENT DATA
PLEASE launch game from the main menu scene, otherwise persistent data will not load correctly
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@@ -1,6 +1,8 @@
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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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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class StateController : MonoBehaviour {
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@@ -9,14 +11,49 @@ public class StateController : MonoBehaviour {
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public GameObject spawnPoint;
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[SerializeField] private GameObject deathCanvas;
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[Header("Pause Menu")]
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public bool isPaused = false;
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public GameObject pauseMenuCanvas;
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void Awake() {
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deathCanvas.SetActive(false);
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DontDestroyOnLoad(this.gameObject);
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
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deathCanvas = GameObject.Find("DeathUICanvas");
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if (deathCanvas != null) {
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Button respawnButton = GameObject.Find("RespawnButton").GetComponent<Button>();
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respawnButton.onClick.AddListener(RespawnPlayer);
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deathCanvas.SetActive(false);
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}
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pauseMenuCanvas = GameObject.Find("PauseMenuCanvas");
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if (pauseMenuCanvas != null) {
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TogglePauseMenu(false);
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}
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}
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void OnPause() {
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if (!isPaused) {
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Time.timeScale = 0;
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TogglePauseMenu(true);
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} else {
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Time.timeScale = 1;
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TogglePauseMenu(false);
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}
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isPaused = !isPaused;
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}
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void TogglePauseMenu(bool showPauseMenu) {
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pauseMenuCanvas.SetActive(showPauseMenu);
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}
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public void RespawnPlayer() {
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SetDeathCanvasActive(false);
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GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
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Instantiate(player, spawnPoint.transform.position, spawnPoint.transform.rotation);
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Instantiate(player, spawnPoint.transform.position, player.transform.rotation);
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}
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public void SetDeathCanvasActive(bool activeState) {
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