massive number of fixes, removed compilation error, logs, negative scale issues, serialization issues ETC
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@@ -10,6 +10,7 @@ using Sirenix.OdinInspector;
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using SRF.Components;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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namespace Beyond
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{
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@@ -50,6 +51,7 @@ namespace Beyond
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}
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private static GameStateManager s_instance = null;
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private static bool s_isDestroyed = false;
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private float m_enemyDamageModifier = 1f;
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public SaveData m_saveData = new();
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private HashSet<string> m_CompabStates;
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@@ -63,6 +65,11 @@ namespace Beyond
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{
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return s_instance;
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}
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else if (s_isDestroyed)
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{
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//don't recreate object after scene destorys it
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return null;
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}
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else
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{
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var inst = FindObjectOfType<GameStateManager>();
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@@ -80,7 +87,13 @@ namespace Beyond
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return s_instance;
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}
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}
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//public void OnSc
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public override void OnDestroy()
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{
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base.OnDestroy();
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s_isDestroyed = true;
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// Debug.Log("Destroying GameStateManager");
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}
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//[ShowInInspector]
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public Difficulty GameDifficulty => m_saveData.difficulty;
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@@ -95,7 +108,7 @@ namespace Beyond
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Destroy(this);
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return;
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}
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SceneManager.sceneLoaded += SceneManager_sceneUnloaded;
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s_instance = this;
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//SetDifficulty(Difficulty.NORMAL);
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m_CompabStates = new HashSet<string>();
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@@ -109,6 +122,11 @@ namespace Beyond
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m_IdleStates.Add("Flee");
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m_IdleStates.Add("Patrol");
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}
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//reset isDestroyed, so object can be recreated for the next scene
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private void SceneManager_sceneUnloaded(Scene arg0, LoadSceneMode arg1)
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{
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s_isDestroyed = false;
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}
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public enum State
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{
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