Merge branch 'master' of ooftooft.net:Racesm
# Conflicts: # Assets/Imported Assets/SimpleNaturePack/SimpleNaturePack_2020.3_HDRP_v1.24.unitypackage.meta # Assets/Imported Assets/SimpleNaturePack/SimpleNaturePack_2020.3_URP_v1.24.unitypackage.meta # Assets/ML-Agents/Timers/Car Customization_timers.json # Assets/ML-Agents/Timers/City racesm_timers.json.meta # Assets/ML-Agents/Timers/Racetrack mini_timers.json # Assets/ML-Agents/Timers/WinScreen_timers.json.meta # Assets/Prefabs/Cars/Cars LLLLL.prefab.meta # Assets/Scenes/WinScreen.unity.meta
This commit is contained in:
17
Assets/Scripts/BackToStart.cs
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17
Assets/Scripts/BackToStart.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 UnityEngine.SceneManagement;
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public class BackToStart : MonoBehaviour
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{
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public void returnToStart()
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{
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Destroy(GameObject.Find("Car Data"));
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Destroy(GameObject.Find("SkyboxManager"));
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Destroy(GameObject.Find("GameManager"));
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SceneManager.LoadScene(0);
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}
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}
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11
Assets/Scripts/BackToStart.cs.meta
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11
Assets/Scripts/BackToStart.cs.meta
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fileFormatVersion: 2
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guid: 3e3f507f50d340f468852b068fedb6fb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -5,7 +5,7 @@ using Unity.VisualScripting;
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using UnityEngine;
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//script from FREAKINGREX, but minor changes to integrate it proberly
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//script from FREAKINGREX, but changes to integrate it proberly/ work how we want it to work
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//https://assetstore.unity.com/packages/templates/systems/arcade-car-controller-lite-version-145489
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public class CameraControl :MonoBehaviour
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@@ -68,6 +68,7 @@ public class CameraControl :MonoBehaviour
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transform.position = Vector3.LerpUnclamped (transform.position, TargetPoint, Time.deltaTime * ActivePreset.SetPositionSpeed);
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if (Input.GetKeyDown (SetCameraKey))
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{
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SetNextCamera ();
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@@ -111,6 +112,7 @@ public class CameraControl :MonoBehaviour
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public void UpdateActiveCamera ()
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{
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if (ActivePreset != null)
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{
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ActivePreset.CameraHolder.SetActive(false);
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@@ -71,7 +71,7 @@ public class Garage : MonoBehaviour
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void startGame()
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{
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SceneManager.LoadScene("Racetrack mini");
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SceneManager.LoadScene(1);
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carData.GetComponent<CarData>().carType = CurrentCar.name;
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carData.GetComponent<CarData>().carColor = currentColor;
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}
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@@ -13,49 +13,42 @@ public class GameController :MonoBehaviour
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[SerializeField] UnityEngine.UI.Button NextCarButton;
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public static GameController Instance;
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public GameObject PlayerCar;
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public GameObject cam;
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public static bool RaceIsStarted { get { return true; } }
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public static bool RaceIsEnded { get { return false; } }
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PlayerController m_PlayerCar;
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List<PlayerController> Cars = new List<PlayerController>();
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//PlayerController m_PlayerCar;
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//List<PlayerController> Cars = new List<PlayerController>();
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public List<GameObject> cars;
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int CurrentCarIndex = 0;
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protected virtual void Awake ()
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{
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Instance = this;
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//Find all cars in current game.
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Cars.AddRange (GameObject.FindObjectsOfType<PlayerController> ());
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Cars = Cars.OrderBy (c => c.name).ToList();
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// foreach (var car in cars)
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// {
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// var userControl = car.GetComponent<PlayerController>();
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// var audioListener = car.GetComponent<AudioListener>();
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foreach (var car in Cars)
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{
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var userControl = car.GetComponent<PlayerController>();
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var audioListener = car.GetComponent<AudioListener>();
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// if (userControl == null)
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// {
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// userControl = car.gameObject.AddComponent<PlayerController> ();
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// }
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if (userControl == null)
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{
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userControl = car.gameObject.AddComponent<PlayerController> ();
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}
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// if (audioListener == null)
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// {
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// audioListener = car.gameObject.AddComponent<AudioListener> ();
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// }
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if (audioListener == null)
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{
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audioListener = car.gameObject.AddComponent<AudioListener> ();
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}
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// userControl.enabled = false;
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// audioListener.enabled = false;
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// }
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userControl.enabled = false;
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audioListener.enabled = false;
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}
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m_PlayerCar = Cars[0];
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m_PlayerCar.GetComponent<PlayerController> ().enabled = true;
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m_PlayerCar.GetComponent<AudioListener> ().enabled = true;
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if (NextCarButton)
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{
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NextCarButton.onClick.AddListener (NextCar);
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}
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// cars[CurrentCarIndex].GetComponent<PlayerController>().enabled = true;
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// cars[CurrentCarIndex].GetComponent<AudioListener>().enabled = true;
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}
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void Update ()
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@@ -69,14 +62,20 @@ public class GameController :MonoBehaviour
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private void NextCar ()
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{
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m_PlayerCar.GetComponent<PlayerController> ().enabled = false;
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m_PlayerCar.GetComponent<AudioListener> ().enabled = false;
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// cars[CurrentCarIndex].GetComponent<PlayerController> ().enabled = false;
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// cars[CurrentCarIndex].GetComponent<AudioListener> ().enabled = false;
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CurrentCarIndex = LoopClamp (CurrentCarIndex + 1, 0, Cars.Count);
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CurrentCarIndex = LoopClamp (CurrentCarIndex + 1, 0, cars.Count);
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m_PlayerCar = Cars[CurrentCarIndex];
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m_PlayerCar.GetComponent<PlayerController> ().enabled = true;
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m_PlayerCar.GetComponent<AudioListener> ().enabled = true;
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// cars[CurrentCarIndex].GetComponent<PlayerController>().enabled = true;
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// cars[CurrentCarIndex].GetComponent<AudioListener>().enabled = true;
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PlayerCar = cars[CurrentCarIndex];
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cam.GetComponent<CameraControl>().getCar(PlayerCar);
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print(PlayerCar.name);
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}
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public static int LoopClamp (int value, int minValue, int maxValue)
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12
Assets/Scripts/TestScripts.cs
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12
Assets/Scripts/TestScripts.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 UnityEngine.SceneManagement;
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public class TestScripts : MonoBehaviour
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{
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public void Start()
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{
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SceneManager.LoadScene(4);
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}
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}
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11
Assets/Scripts/TestScripts.cs.meta
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11
Assets/Scripts/TestScripts.cs.meta
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23
Assets/Scripts/map selector script/SkyboxLoader.cs
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23
Assets/Scripts/map selector script/SkyboxLoader.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 SkyboxLoader : MonoBehaviour
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{
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public Material skyboxDay;
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public Material skyboxNight;
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string skyboxToLoad;
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void Awake()
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{
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skyboxToLoad = GameObject.Find("SkyboxManager").GetComponent<TimeOfDay>().skyboxMaterial;
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Debug.Log("Skybox: " + skyboxToLoad);
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if (skyboxToLoad == "Day")
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{
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RenderSettings.skybox = skyboxDay;
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}
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else
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{
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RenderSettings.skybox = skyboxNight;
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}
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}
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}
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11
Assets/Scripts/map selector script/SkyboxLoader.cs.meta
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11
Assets/Scripts/map selector script/SkyboxLoader.cs.meta
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31
Assets/Scripts/map selector script/TimeOfDay.cs
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31
Assets/Scripts/map selector script/TimeOfDay.cs
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@@ -0,0 +1,31 @@
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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 UnityEngine.UI;
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using TMPro;
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public class TimeOfDay : MonoBehaviour
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{
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public string skyboxMaterial = "not selected";
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public static TimeOfDay Instance;
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public TextMeshProUGUI MainText;
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public void ChangeToDayTime()
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{
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skyboxMaterial = "Day";
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}
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public void ChangeToNightTime()
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{
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skyboxMaterial = "Night";
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}
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private void Awake()
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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private void Update()
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{
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MainText.text = "Selected time of day: \n" + skyboxMaterial;
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}
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}
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11
Assets/Scripts/map selector script/TimeOfDay.cs.meta
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11
Assets/Scripts/map selector script/TimeOfDay.cs.meta
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