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123
Assets/Scripts/GameTutorialControler.cs
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123
Assets/Scripts/GameTutorialControler.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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using TMPro;
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using UnityEngine.Video;
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using UnityEngine.UI;
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using UnityEngine.Events;
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[System.Serializable] public class TutorialClose : UnityEvent { }
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public class GameTutorialControler : MonoBehaviour
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{
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[Space(10)]
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[SerializeField] CMCameraRail cinematic;
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[SerializeField] GameObject initCinematic;
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[SerializeField] GameObject mainCamera;
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[Space(10)]
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[SerializeField] GameObject cardboard;
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[Space(10)]
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[SerializeField] string gameName;
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[SerializeField] TextMeshProUGUI gameNameText;
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[Space(10)]
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[SerializeField] string gameDescription;
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[SerializeField] TextMeshProUGUI gameDescriptionText;
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[Space(10)]
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[SerializeField] GameObject startButton;
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[Space(10)]
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[SerializeField] GameObject controlsPanel;
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[Space(10)]
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[SerializeField] GameObject videoPanel;
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[SerializeField] VideoClip video;
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[Space(10)]
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[SerializeField] Animator anim;
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[Space]
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public TutorialClose onTutorialClose;
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CursorLockMode cursorLastState;
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public bool gameStarted;
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void Awake()
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{
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if(mainCamera != null)
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mainCamera.SetActive(false);
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gameNameText.text = gameName;
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gameDescriptionText.text = gameDescription;
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cinematic.StartRail();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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gameStarted = false;
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StartCoroutine(AudioManager.instance.FadeIn("transicion", 1));
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void OnStartClick()
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{
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Time.timeScale = 1;
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gameStarted = true;
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anim.SetTrigger("hide");
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AudioManager.instance.PlayOneShot("SFX_click");
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if (mainCamera != null)
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mainCamera.SetActive(true);
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if (cursorLastState == CursorLockMode.Locked)
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{
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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else
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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if (onTutorialClose.GetPersistentEventCount() > 0)
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{
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onTutorialClose.Invoke();
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}
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}
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public void ShowTutorial()
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{
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anim.SetTrigger("show");
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initCinematic.SetActive(false);
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cursorLastState = Cursor.lockState;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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Time.timeScale = 0;
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}
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public void UnlockCursor()
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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}
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