Spotlight on All Characters, Navmesh Update,Floor according to level number, Missing floor in front of screen while playing game
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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 FloorEnabler : MonoBehaviour
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{
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public SurfaceGenerator surfaceGenerator;
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public List<GameObject> surfacePrefabs;
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public List<GameObject> FloorObjs;
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// Start is called before the first frame update
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void Awake()
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{
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Starter();
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}
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void Starter()
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{
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int index=DataManager.Instance.CURRENTLEVELINDEX%surfacePrefabs.Count;
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surfaceGenerator.surfacePrefab = surfacePrefabs[index];
|
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FloorObjs[index].SetActive(true);
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// for (int i = 0; i < surfacePrefabs.Count; i++)
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// {
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// if (i == DataManager.Instance.CURRENTLEVELINDEX)
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// {
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// }
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// else
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// {
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// FloorObjs[i].SetActive(false);
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// }
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// }
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}
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}
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using System.Collections;
|
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using System.Collections.Generic;
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||||
using System.Security.Policy;
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using UnityEngine;
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public class FloorSetter : MonoBehaviour
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{
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public List<Transform> transforms;
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public GameObject prefab;
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public GameObject CubePrefab;
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public List<Vector3> positions;
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public void OnValidate()
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{
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Instantiator();
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}
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[ContextMenu("PositionTaker")]
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public void PositionTaker()
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{
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for (int i = 0; i < transforms.Count; i++)
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{
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positions.Add(transforms[i].localPosition);
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}
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}
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[ContextMenu("Instantiator")]
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public void Instantiator()
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{
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// for (int i = 0; i < positions.Count; i++)
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// {
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// Transform temp=Instantiate(CubePrefab,this.transform).transform;
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// //Transform temp = Instantiate(new GameObject(), this.transform).transform;
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// temp.localPosition = positions[i];
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// //Instantiate(prefab, temp);
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// }
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for (int i = 0; i < positions.Count; i++)
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{
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//Transform temp=Instantiate(CubePrefab,this.transform).transform;
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Transform temp = Instantiate(new GameObject(), this.transform).transform;
|
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temp.name = "Floor Position";
|
||||
temp.localPosition = positions[i];
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||||
Instantiate(prefab, temp);
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}
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}
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}
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