Small changes for publish build
Level1 ai fix Ai speed fix item vel reset back when return player hard set rotation can go to nesxt scene correctly now scoring now checks for trigger
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@ -2,7 +2,7 @@
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1 Player 1100000000000000
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2 Food 1000000000000000
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3 Breakable 1100000000000000
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4 ScoringWallCollider 0100000000000000
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4 ScoringWallCollider 0110000000000000
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5 Homeowner 1100000000000000
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6 Camera 0010000000000000
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7 8 0000000000000000
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@ -2583,7 +2583,7 @@
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Components:
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Transform Component:
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Translate: {x: 0, y: 0, z: 0}
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Rotate: {x: 1.48352981, y: 0, z: 0}
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Rotate: {x: -1.48352981, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Renderable Component:
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@ -2746,13 +2746,13 @@
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- EID: 134
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Name: CeilingMaster
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IsActive: true
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NumberOfChildren: 49
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NumberOfChildren: 50
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Components:
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Transform Component:
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Translate: {x: 0, y: 2.25, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Translate: {x: 0, y: 2.20000005, z: 0}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: false
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IsActive: true
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Scripts: ~
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- EID: 133
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Name: FloorPiece
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@ -3489,6 +3489,29 @@
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Material: 132690168
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IsActive: true
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Scripts: ~
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- EID: 210
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Name: CeillingCollider
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -2.3489778, y: 0, z: -5.81569624}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 15, y: 0.200000003, z: 15}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts: ~
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- EID: 142
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Name: FloorMaster
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IsActive: true
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@ -4373,14 +4396,14 @@
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- Type: Homeowner1
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Enabled: true
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waypointsPool: 234
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patrolSpeed: 0
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chaseSpeed: 0
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turningSpeed: 0
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sightDistance: 0
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eyeOffset: [0, 0, 0]
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distanceToCapture: 0
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captureTime: 0
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footstepSFXIntervalMultiplier: 0
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patrolSpeed: 3
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chaseSpeed: 6
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turningSpeed: 5
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sightDistance: 8
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eyeOffset: [0, 1.64999998, 0]
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distanceToCapture: 0.5
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captureTime: 0.5
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footstepSFXIntervalMultiplier: 0.5
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- EID: 234
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Name: ====WaypointPool====
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IsActive: true
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@ -5141,6 +5164,7 @@
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pitchClamp: 45
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inverseXControls: true
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inverseYControls: true
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lowerClamp: 5
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- EID: 65731
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Name: PlayerBag
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IsActive: true
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@ -10523,8 +10523,8 @@
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- Type: Homeowner1
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Enabled: true
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waypointsPool: 166
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patrolSpeed: 1
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chaseSpeed: 2
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patrolSpeed: 3
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chaseSpeed: 6
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turningSpeed: 5
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sightDistance: 8
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eyeOffset: [0, 1.64999998, 0]
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@ -15,6 +15,7 @@ public class Item : Script
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public ItemCategory currCategory;
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public bool returnBack { get; set; }
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private Transform transform;
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private RigidBody rb;
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private bool playSound = false;
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private bool caputurePos = false;
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private Vector3 firstPostion;
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@ -25,6 +26,7 @@ public class Item : Script
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protected override void awake()
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{
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transform = GetComponent<Transform>();
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rb = GetComponent<RigidBody>();
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collider = GetComponent<Collider>();
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if(collider)
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collider.GetCollisionShape(0).Density = density;
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@ -44,7 +46,12 @@ public class Item : Script
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{
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if (returnBack && !dontReturn)
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{
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transform.LocalPosition = firstPostion;
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if(transform)
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transform.LocalPosition = firstPostion;
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if (rb)
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rb.LinearVelocity = Vector3.Zero;
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returnBack = false;
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}
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}
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@ -150,6 +150,10 @@ public class PlayerController : Script
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if(!camArm)
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camArm = GetComponentInChildren<CameraArm>();
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//tempFix
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if (tranform)
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tranform.LocalEulerAngles = new Vector3(0.0f, tranform.LocalEulerAngles.y, 0.0f);
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Rotation();
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MoveKey();
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Sprint();
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@ -111,7 +111,7 @@ public class GameManager : Script
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multiplierText.GetComponent<Transform>().LocalScale = Vector3.Zero;
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}
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if ((timer > 0 && totalItemCount < 0) || Input.GetKeyDown(Input.KeyCode.F1))
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if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
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{
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currGameState = GameState.WIN;
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//Audio.StopAllSounds(); //Calling this outright breaks audio clip handlers
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@ -11,7 +11,7 @@ public class ScoringZone : Script
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protected override void onTriggerEnter(CollisionInfo info)
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{
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if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf)
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if (GameManager.Instance && info.GameObject.GetScript<Item>() && info.GameObject.IsActiveSelf && !info.GameObject.GetComponent<Collider>().GetCollisionShape(0).IsTrigger )
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{
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AudioHandler.audioClipHandlers["SFXItemScore"].Play();
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GameManager.Instance.Score += info.GameObject.GetScript<Item>().Score * GameManager.Instance.currMultiplierCombo;
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