fix untangle and make sure full game works
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commit
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@ -302,6 +302,10 @@ public class ControlScript : MonoBehaviour {
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/// Restart the game
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/// </summary>
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public void Restart() {
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if (_tiles == null)
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return;
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if (_tiles.Length == 0)
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return;
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foreach (var tile in _tiles) {
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Destroy(tile);
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}
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@ -492,7 +496,7 @@ private void CreateTiles() {
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/// Is called whenever GameState is altered
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/// </summary>
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private void OnGameStateChange() {
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switch (_gameState) {
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switch (GameState) {
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case EGameState.Lose: // Actions to do when lost
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//StateButton.LoseState();
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StateButton.sprite = StateButton.GetComponent<StateButtonScript>().LoseSprite;
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@ -500,6 +504,7 @@ private void CreateTiles() {
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DisablePlayField();
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break;
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case EGameState.Win: // Actions to do when won
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Debug.Log("You won!");
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//StateButton.WinState();
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StateButton.sprite = StateButton.GetComponent<StateButtonScript>().WinSprite;
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DisablePlayField();
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@ -29,7 +29,7 @@ Transform:
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 100, y: 100, z: 100}
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m_LocalScale: {x: 200, y: 200, z: 200}
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m_ConstrainProportionsScale: 1
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m_Children: []
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m_Father: {fileID: 0}
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@ -139,3 +139,4 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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id: 0
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manager: {fileID: 0}
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uiOverlayCamera: {fileID: 0}
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@ -31,7 +31,7 @@ public class Point : MonoBehaviour
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// pick UI overlay if we have it, otherwise fallback
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var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
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Vector3 worldPoint = cam.ScreenToWorldPoint(Input.mousePosition);
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worldPoint.z = 0;
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// worldPoint.z = 0;
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offset = transform.position - worldPoint;
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Debug.Log($"Point {id} clicked. Offset (from {cam.name}): {offset}");
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}
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@ -40,7 +40,7 @@ public class Point : MonoBehaviour
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{
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var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
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Vector3 raw = cam.ScreenToWorldPoint(Input.mousePosition);
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raw.z = transform.position.z;
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raw.z = 0;
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transform.position = raw + offset;
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manager.CheckIfSolved();
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foreach (var c in manager.connections)
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@ -19,14 +19,14 @@ public class UntangleGameManager : MonoBehaviour
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[Header("UI Elements")]
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public Text statusText;
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public GameObject winUI;
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public GameObject loseUI;
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// public GameObject winUI;
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// public GameObject loseUI;
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public Button newGameButton;
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public Button solveButton;
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[Header("Audio")]
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public AudioClip winSound;
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public AudioClip loseSound;
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// public AudioClip loseSound;
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[Header("Game Settings")]
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public int pointCount = 10;
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@ -57,18 +57,22 @@ public class UntangleGameManager : MonoBehaviour
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{
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ResetPuzzle();
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}
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public void ResetPuzzle()
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{
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// 1) Cleanup previous run
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gameState = UGameState.Uninitialized;
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statusText.text = "Generating new game...";
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GenerateRandomGame();
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gameState = UGameState.Playing;
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statusText.text = "";
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}
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void GenerateRandomGame()
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{
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ClearOldGame();
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statusText.text = "";
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points.Clear();
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connections.Clear();
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statusText.text = "";
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if (winUI != null)
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winUI.SetActive(false);
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if (loseUI != null)
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loseUI.SetActive(false);
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solutionPositions = new Vector3[pointCount];
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// Step 1: Place points randomly (solution layout)
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for (int i = 0; i < pointCount; i++)
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@ -165,7 +169,6 @@ public class UntangleGameManager : MonoBehaviour
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}
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}
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}
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// set state to playing
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}
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// Step 4: Shuffle point positions to create the puzzle
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foreach (var p in points)
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@ -173,9 +176,6 @@ public class UntangleGameManager : MonoBehaviour
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foreach (var c in connections)
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c.UpdateLine();
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SetGameState(UGameState.Playing);
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}
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private void AddConnection(int a, int b)
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{
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@ -224,12 +224,15 @@ public class UntangleGameManager : MonoBehaviour
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// no intersections found!
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statusText.text = "Completed!";
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if (loseUI != null)
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loseUI.SetActive(false);
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if (winUI != null)
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winUI.SetActive(true);
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// if (loseUI != null)
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// loseUI.SetActive(false);
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// if (winUI != null)
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// winUI.SetActive(true);
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SetGameState(UGameState.Win);
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SoundFXManager.instance.PlaySound(winSound, transform, 1f);
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Debug.Log("Puzzle Untangle solved!");
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if (winSound != null) {
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SoundFXManager.instance.PlaySound(winSound, transform, 1f);
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}
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}
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private void AutoSolve()
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@ -257,7 +260,7 @@ public class UntangleGameManager : MonoBehaviour
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int o2 = Orientation(a, b, d);
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int o3 = Orientation(c, d, a);
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int o4 = Orientation(c, d, b);
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return (o1 != o2 && o3 != o4);
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return o1 != o2 && o3 != o4;
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}
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private int Orientation(Vector2 a, Vector2 b, Vector2 c)
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34231
Assets/Scenes/level5.unity
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34231
Assets/Scenes/level5.unity
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7
Assets/Scenes/level5.unity.meta
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7
Assets/Scenes/level5.unity.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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@ -19,6 +19,8 @@ public class DoorInteraction : MonoBehaviour
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[SerializeField] private string overrideWord = string.Empty;
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[SerializeField] private int simonSaysPuzzleIndex = 0;
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[SerializeField] private int numPoints = 10;
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[SerializeField] private TextMeshProUGUI targetDoorText = null;
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[SerializeField] private UnityEngine.UI.Image tabletIcon = null;
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[SerializeField] private GameObject closeTabletPrompt = null;
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@ -130,10 +132,10 @@ public class DoorInteraction : MonoBehaviour
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targetDoorText.text = "Target Door: " + sceneNumber + animationFile.Substring(animationFile.Length - 2);
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}
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if (!tabletController.isOnMainMenu && controlScript.GameState == EGameState.Uninitialized && !startedPuzzle)
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if (!tabletController.isOnMainMenu && !startedPuzzle)
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{
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StartPuzzle(doorPuzzleType);
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startedPuzzle = true;
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StartPuzzle(doorPuzzleType);
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}
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}
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}
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@ -174,7 +176,7 @@ public class DoorInteraction : MonoBehaviour
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{
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if (interactionPrompt != null)
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{
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Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
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// Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
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if (!isImportantPrompt || important)
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{
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@ -226,6 +228,9 @@ public class DoorInteraction : MonoBehaviour
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case TabletScreen.SimonSays:
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tabletScript.SetScreenSimonSays(simonSaysPuzzleIndex);
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break;
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case TabletScreen.Untangle:
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tabletScript.SetScreenUntangle(numPoints);
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break;
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}
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StartCoroutine(WaitForPuzzleCompletion());
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@ -55,25 +55,32 @@ public class PickUpKeyCard : MonoBehaviour
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if (!Input.GetMouseButtonDown(0)) return;
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bool hasSpace = false;
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foreach (var slot in playerInventory.slots)
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if (slot == null) { hasSpace = true; break; }
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if (!hasSpace)
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if (playerInventory != null)
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{
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Debug.Log("Inventory is full!");
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if (interactionPrompt) interactionPrompt.text = "Inventory full!";
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return;
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}
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foreach (var slot in playerInventory.slots)
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if (slot == null) { hasSpace = true; break; }
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if (!hasSpace)
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{
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Debug.Log("Inventory is full!");
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if (interactionPrompt) interactionPrompt.text = "Inventory full!";
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return;
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}
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}
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isPickedUp = true;
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if (isKeyCard && keyCardPlayer != null)
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keyCardPlayer.hasKeyCard = true;
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playerInventory.AddItem(keyCardItem);
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FindObjectOfType<InventoryUI>()?.RefreshUI();
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Destroy(gameObject);
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outline.enabled = false;
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if (playerInventory != null)
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{
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playerInventory.AddItem(keyCardItem);
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FindObjectOfType<InventoryUI>()?.RefreshUI();
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Destroy(gameObject);
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}
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if (outline) outline.enabled = false;
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interactionPrompt.enabled = false;
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objectAnimator?.Play(animationName, 0, 0);
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if (pickupSound) SoundFXManager.instance.PlaySound(pickupSound, transform, 1.5f);
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isKeyCard: 0
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Loading…
Reference in New Issue
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