fixed issues with triggers at witch house
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@@ -25,8 +25,6 @@ namespace Beyond
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public bool disableHUD = true;
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[vHelpBox("Changes interaction image")]
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//public bool isDialogueTrigger = false;
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public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
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public UnityEvent OnPlayerMatchTargetPosition;
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@@ -130,6 +128,11 @@ namespace Beyond
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private void OnActionEndAnimation(GameObject gameObject)
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{
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// THIS SECTION WAS THE PRIMARY CAUSE OF THE DOUBLE-EXIT CALL.
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// The logic below was removed because the trigger exit should only happen
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// when the player physically leaves the collider, which is already
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// handled by the OnInvalidate event that calls OnActionTriggerExit.
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/*
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
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@@ -139,6 +142,7 @@ namespace Beyond
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{
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Player.Instance.ResetIntaractableButtonImage();
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}
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*/
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if (!m_enableInteractionLegality)
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{
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@@ -165,12 +169,10 @@ namespace Beyond
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{
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m_faded = true;
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FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
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//.InvokeFade(m_fadeInCurve, m_fadeSpeed);
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return;
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}
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FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
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//FadeCanvasGroup.InvokeFade(m_fadeOutCurve, m_fadeSpeed);
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}
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private void OnFadeInEnd()
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