sleepingBear
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@@ -17,7 +17,6 @@ public class BearAwareness : MonoBehaviour
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public AudioClip Awake;
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public static bool isPaused = false;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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@@ -40,7 +39,6 @@ public class BearAwareness : MonoBehaviour
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if (awarenessSlider.value >= awarenessSlider.maxValue)
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{
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isPaused = true;
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SoundEffectManager.Play("Alert");
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BackgroundManager.StopBG();
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BackgroundManager.PlayBG(true,Awake);
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@@ -54,13 +52,6 @@ public class BearAwareness : MonoBehaviour
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while (true)
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{
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Debug.Log(isPaused);
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while (isPaused)
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{
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Debug.Log("Pause");
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}
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yield return new WaitForSeconds(delay);
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awarenessSlider.value -= 2;
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@@ -18,6 +18,10 @@ public class BearIsAwake : MonoBehaviour
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public AudioClip BG;
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public AudioClip Awake;
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public GameObject sleepingBear;
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public GameObject awakeBear;
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private void Start()
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{
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BearAwareness.HasWokenUp += IsAwake;
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@@ -33,17 +37,22 @@ public class BearIsAwake : MonoBehaviour
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{
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timer += Time.deltaTime;
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bearTimer.fillAmount = timer / bearAwareness.timeToWakeUp;
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bearAwareness.awarenessSlider.value = bearAwareness.awarenessSlider.maxValue;
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}
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}
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public void IsAwake(float time)
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{
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wakingUp = true;
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StartCoroutine(SleepIsOver(time));
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sleepingBear.SetActive(false);
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awakeBear.SetActive(true);
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}
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IEnumerator SleepIsOver(float time)
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{
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yield return new WaitForSeconds(time);
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//Vector3 direction = Penguin.position - transform.position;
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@@ -96,7 +105,8 @@ public class BearIsAwake : MonoBehaviour
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elapsed += Time.deltaTime;
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}
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BearAwareness.isPaused = false;
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sleepingBear.SetActive(true);
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awakeBear.SetActive(false);
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//if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
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//{
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@@ -130,7 +140,6 @@ public class BearIsAwake : MonoBehaviour
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private void OnTriggerEnter(Collider other)
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{
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BearAwareness.isPaused = true;
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SoundEffectManager.Play("Alert");
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BackgroundManager.StopBG();
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BackgroundManager.PlayBG(true,Awake);
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