Open-sourced some code
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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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namespace Startups {
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public class Debugger : MonoBehaviour {
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AudioController audioController;
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void Start() {
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audioController = Object.FindObjectOfType(typeof(AudioController)) as AudioController;
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audioController.Load("rockstar", "Audio/Music/EngineTest");
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audioController.Load("forest_ambience", "Audio/Music/Forest_Ambience");
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audioController.Load("forest_background", "Audio/Music/Forest_Background");
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audioController.Play("rockstar", AudioController.Mode.JUMP, 5f, 15);
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// StartCoroutine(DebugLoopMusic(10f));
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}
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IEnumerator DebugLoopMusic(float duration) {
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for(;;) {
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audioController.PauseFadeOutAll(3f, new List<string> {"forest_background"});
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audioController.UnpauseFadeIn("forest_background", 3f, AudioController.Mode.LOOP);
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yield return new WaitForSeconds(duration);
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audioController.PauseFadeOutAll(3f, new List<string> {"forest_ambience"});
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audioController.UnpauseFadeIn("forest_ambience", 3f, AudioController.Mode.LOOP);
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yield return new WaitForSeconds(duration);
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}
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}
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}
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}
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@@ -0,0 +1,29 @@
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using UnityEngine;
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using System.Collections;
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//DOCS: http://wiki.unity3d.com/index.php/FramesPerSecond
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namespace Startups {
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public class FPSDisplay : MonoBehaviour {
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float deltaTime = 0.0f;
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void Update() {
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deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
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}
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void OnGUI() {
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int w = Screen.width, h = Screen.height;
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GUIStyle style = new GUIStyle();
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Rect rect = new Rect(0, 0, w, h * 2 / 100);
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style.alignment = TextAnchor.UpperLeft;
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style.fontSize = h * 2 / 100;
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style.normal.textColor = new Color (0.0f, 0.0f, 0.5f, 1.0f);
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float msec = deltaTime * 1000.0f;
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float fps = 1.0f / deltaTime;
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string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps);
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GUI.Label(rect, text, style);
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}
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}
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}
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@@ -0,0 +1,40 @@
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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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namespace Startups {
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public class PauseMenuHandler : MonoBehaviour {
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public Canvas pauseMenuCanvas;
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public Canvas optionsMenuCanvas;
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public Canvas saveMenuCanvas;
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PauseManager pauseManager;
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void Start() {
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pauseManager = PauseManager.Instance;
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pauseManager.Paused = false;
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pauseManager.PushOnPaused(() => {
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pauseMenuCanvas.gameObject.SetActive(true);
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Time.timeScale = 0f;
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});
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pauseManager.PushOnResume(() => {
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pauseMenuCanvas.gameObject.SetActive(false);
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optionsMenuCanvas.gameObject.SetActive(false);
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saveMenuCanvas.gameObject.SetActive(false);
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Time.timeScale = 1f;
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});
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}
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void OnDestroy() {
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pauseManager.PurgeLists();
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}
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void Update() {
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if (GamePad.GetState().Pressed(CButton.Start)) {
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pauseManager.Paused = !pauseManager.Paused;
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}
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}
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}
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}
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@@ -0,0 +1,37 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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public class SaveHandler : MonoBehaviour {
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public GameObject playerObject;
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public Dictionary<string, Structures.Pedestal> pedestalDictionary = new Dictionary<string, Structures.Pedestal>();
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public bool saveMenuAvailable = false;
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public float startTime = 0f;
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void Start() {
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//create the save file if it doesn't exist
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if (SaveFileManager.LoadedSaveSlot == null) {
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SaveFileManager.saveSlotFileName = Path.Combine(Application.persistentDataPath, DateTime.Now.ToString("yyyyMMddTHHmmss") + ".sav");
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SaveFileManager.LoadedSaveSlot = SaveFileManager.CreateBlankSaveSlot();
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// SaveFileManager.SaveData(SaveFileManager.LoadedSaveSlot, SaveFileManager.saveSlotFileName);
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}
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//initialize the game world with the given save data
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startTime = Time.time;
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//convert the array into a quick-search dictionary
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Structures.Pedestal[] pedestals = GameObject.FindObjectsOfType<Structures.Pedestal>();
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foreach(Structures.Pedestal pedestal in pedestals) {
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pedestal.SaveHandler = this;
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pedestalDictionary[pedestal.name] = pedestal;
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}
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//place the player on their saved pedestal
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playerObject.transform.position = pedestalDictionary[SaveFileManager.LoadedSaveSlot.currentLocation].gameObject.transform.position;
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}
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}
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