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143
Assets/Scripts/BetweenScenePass.cs
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143
Assets/Scripts/BetweenScenePass.cs
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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 BetweenScenePass : MonoBehaviour
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{
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public static BetweenScenePass instance;
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[Header("GamesPlayed")]
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[SerializeField] Dictionary<Games, bool> gamesPlayed;
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[SerializeField] Dictionary<Games, string> gamesScenes;
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public enum Games { Swords, Sacks, Chairs, Jousting, Baloons };
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[SerializeField] bool gameRestarted = true;
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[Header("Skins")]
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[SerializeField] int playerCharacterId;
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[SerializeField] List<int> npcCharacterId;
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[Space(10)]
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[SerializeField] Dictionary<Games, Dictionary<int, int>> characterScore;
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public bool GameRestarted { get => gameRestarted; set => gameRestarted = value; }
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public int PlayerCharacterId { get => playerCharacterId; set => playerCharacterId = value; }
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public Dictionary<Games, bool> GamesPlayed { get => gamesPlayed; set => gamesPlayed = value; }
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public Dictionary<Games, string> GamesScenes { get => gamesScenes; set => gamesScenes = value; }
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public Dictionary<Games, Dictionary<int, int>> CharacterScore { get => characterScore; set => characterScore = value; }
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public List<int> NpcCharacterId { get => npcCharacterId; set => npcCharacterId = value; }
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void Awake()
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{
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if (instance == null)
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{
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instance = this;
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GameRestarted = true;
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}
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else
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{
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Destroy(gameObject);
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return;
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}
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DontDestroyOnLoad(gameObject);
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if (GameRestarted)
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{
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Debug.Log("Restart Game");
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RestartData();
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}
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}
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public void RestartData()
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{
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GamesPlayed = new Dictionary<Games, bool>();
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GamesScenes = new Dictionary<Games, string>();
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GamesPlayed[Games.Swords] = false;
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GamesPlayed[Games.Sacks] = false;
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GamesPlayed[Games.Chairs] = false;
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GamesPlayed[Games.Jousting] = false;
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GamesPlayed[Games.Baloons] = false;
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GamesScenes[Games.Swords] = "Scenes/Espadas";
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GamesScenes[Games.Sacks] = "Scenes/CarreraSacos";
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GamesScenes[Games.Chairs] = "Scenes/Sillas";
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GamesScenes[Games.Jousting] = "Scenes/Justa";
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GamesScenes[Games.Baloons] = "Scenes/Globos";
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PlayerCharacterId = -1;
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NpcCharacterId = new List<int>();
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CharacterScore = new Dictionary<Games, Dictionary<int, int>>();
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CharacterScore[Games.Swords] = new Dictionary<int, int>();
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for(int i = 0; i < 6; i++)
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{
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CharacterScore[Games.Swords][i] = 0;
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}
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CharacterScore[Games.Sacks] = new Dictionary<int, int>();
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for (int i = 0; i < 6; i++)
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{
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CharacterScore[Games.Sacks][i] = 0;
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}
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CharacterScore[Games.Chairs] = new Dictionary<int, int>();
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for (int i = 0; i < 6; i++)
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{
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CharacterScore[Games.Chairs][i] = 0;
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}
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CharacterScore[Games.Jousting] = new Dictionary<int, int>();
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for (int i = 0; i < 6; i++)
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{
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CharacterScore[Games.Jousting][i] = 0;
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}
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CharacterScore[Games.Baloons] = new Dictionary<int, int>();
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for (int i = 0; i < 6; i++)
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{
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CharacterScore[Games.Baloons][i] = 0;
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}
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}
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public IEnumerator DistributeScore(Games playerGame, int winner, ScenesTransitionController scenesTransition)
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{
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Debug.Log("SE ASIGNA 1 PUNTO AL PERSONAJE " + winner);
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yield return new WaitForSeconds(1f);
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CharacterScore[playerGame][winner] += 1;
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GamesPlayed[playerGame] = true;
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if (scenesTransition != null)
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{
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GameRestarted = false;
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if (GamesPlayed[Games.Swords] &&
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GamesPlayed[Games.Sacks] &&
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GamesPlayed[Games.Chairs] &&
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GamesPlayed[Games.Jousting] &&
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GamesPlayed[Games.Baloons])
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{
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AudioManager.instance.StopAll();
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scenesTransition.CloseScene("Scenes/EndGame");
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}
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else
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{
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AudioManager.instance.StopAll();
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scenesTransition.CloseScene("Scenes/Menu");
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}
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}
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}
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public IEnumerator DistributeScore(Games playerGame, int winner, ScenesTransitionController scenesTransition, float delay)
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{
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yield return new WaitForSeconds(delay);
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StartCoroutine(DistributeScore(playerGame, winner, scenesTransition));
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}
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}
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