From a737616f7c2c1c8aaa0707cced26332e08726da1 Mon Sep 17 00:00:00 2001
From: GoDillonAudris512 <110383663+GoDillonAudris512@users.noreply.github.com>
Date: Fri, 10 May 2024 20:07:28 +0700
Subject: [PATCH] feat: working transition from main menu to start of stoy

---
 Assets/Materials/GunMaterial.mat              |  244 +-
 Assets/Materials/PlayerMaterial.mat           |  244 +-
 Assets/Scenes/MainMenu.unity                  |   34 +-
 Assets/Scenes/Story.unity                     |  947 ++++
 Assets/Scenes/Story.unity.meta                |    7 +
 Assets/Scenes/Story01.unity                   | 4880 +++++++++++++++++
 Assets/Scenes/Story01.unity.meta              |    7 +
 Assets/Scripts/MainMenu.cs                    |    4 +-
 Assets/Scripts/Managers/LevelManager1.cs      |   62 +
 Assets/Scripts/Managers/LevelManager1.cs.meta |   11 +
 Assets/Scripts/Player/PlayerHealth.cs         |   10 +-
 Assets/Scripts/Player/PlayerMovement.cs       |    4 +-
 ProjectSettings/EditorBuildSettings.asset     |   11 +-
 ProjectSettings/TagManager.asset              |    5 +-
 14 files changed, 6142 insertions(+), 328 deletions(-)
 create mode 100644 Assets/Scenes/Story.unity
 create mode 100644 Assets/Scenes/Story.unity.meta
 create mode 100644 Assets/Scenes/Story01.unity
 create mode 100644 Assets/Scenes/Story01.unity.meta
 create mode 100644 Assets/Scripts/Managers/LevelManager1.cs
 create mode 100644 Assets/Scripts/Managers/LevelManager1.cs.meta

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index 5f5f800..ded330b 100644
--- a/Assets/Materials/GunMaterial.mat
+++ b/Assets/Materials/GunMaterial.mat
@@ -2,167 +2,99 @@
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diff --git a/Assets/Materials/PlayerMaterial.mat b/Assets/Materials/PlayerMaterial.mat
index 72c16e8..8b058ca 100644
--- a/Assets/Materials/PlayerMaterial.mat
+++ b/Assets/Materials/PlayerMaterial.mat
@@ -2,167 +2,99 @@
 %TAG !u! tag:unity3d.com,2011:
 --- !u!21 &2100000
 Material:
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-    _SPECGLOSSMAP _UVSEC_UV1
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diff --git a/Assets/Scenes/MainMenu.unity b/Assets/Scenes/MainMenu.unity
index d0e4310..6ea7ea5 100644
--- a/Assets/Scenes/MainMenu.unity
+++ b/Assets/Scenes/MainMenu.unity
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@@ -4782,6 +4782,18 @@ MonoBehaviour:
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@@ -5287,7 +5299,7 @@ GameObject:
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 RectTransform:
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@@ -6438,6 +6450,18 @@ MonoBehaviour:
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           m_BoolArgument: 1
         m_CallState: 2
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+        m_TargetAssemblyTypeName: Statistic, Assembly-CSharp
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+        m_Arguments:
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+          m_StringArgument: 
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 --- !u!114 &1788336753
 MonoBehaviour:
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diff --git a/Assets/Scenes/Story.unity b/Assets/Scenes/Story.unity
new file mode 100644
index 0000000..97b9366
--- /dev/null
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diff --git a/Assets/Scenes/Story01.unity.meta b/Assets/Scenes/Story01.unity.meta
new file mode 100644
index 0000000..094923e
--- /dev/null
+++ b/Assets/Scenes/Story01.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 486b0c3b1f2672945b5828a40e97993c
+DefaultImporter:
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diff --git a/Assets/Scripts/MainMenu.cs b/Assets/Scripts/MainMenu.cs
index 4ea2232..f03ca12 100644
--- a/Assets/Scripts/MainMenu.cs
+++ b/Assets/Scripts/MainMenu.cs
@@ -7,7 +7,9 @@ public class MainMenu : MonoBehaviour
 {
     public void NewGame()
     {
-        // SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
+        PlayerPrefs.SetString("LoadFile", "none");
+        PlayerPrefs.Save();
+        SceneManager.LoadSceneAsync("Story");
         Debug.Log("Clicked New Game");
     }
 
diff --git a/Assets/Scripts/Managers/LevelManager1.cs b/Assets/Scripts/Managers/LevelManager1.cs
new file mode 100644
index 0000000..28faa08
--- /dev/null
+++ b/Assets/Scripts/Managers/LevelManager1.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class LevelManager1 : MonoBehaviour
+{
+    public string[] levels;
+
+    private int currentLevelIndex;
+    private Scene currentLevelScene;
+
+    void OnEnable()
+    {
+        SceneManager.sceneLoaded += OnSceneLoaded;
+        SceneManager.sceneUnloaded += OnSceneUnloaded;
+    }
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        if (PlayerPrefs.GetString("LoadFile") == "none")
+            currentLevelIndex = 0;
+        SceneManager.LoadSceneAsync(levels[currentLevelIndex], LoadSceneMode.Additive);
+    }
+
+    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+    {
+        if (mode != LoadSceneMode.Additive)
+            return;
+
+        SceneManager.SetActiveScene(scene);
+        DisableOldScene();
+
+        currentLevelScene = scene;
+    }
+
+    private void DisableOldScene()
+    {
+        if (currentLevelScene.IsValid())
+        {
+            GameObject[] oldSceneObjects = currentLevelScene.GetRootGameObjects();
+            for (int i = 0; i < oldSceneObjects.Length; i++)
+            {
+                oldSceneObjects[i].SetActive(false);
+            }
+
+            SceneManager.UnloadSceneAsync(currentLevelScene);
+        }
+    }
+
+    void OnSceneUnloaded(Scene scene)
+    {
+
+    }
+
+    void OnDisable()
+    {
+        SceneManager.sceneLoaded -= OnSceneLoaded;
+        SceneManager.sceneUnloaded -= OnSceneUnloaded;
+    }
+}
diff --git a/Assets/Scripts/Managers/LevelManager1.cs.meta b/Assets/Scripts/Managers/LevelManager1.cs.meta
new file mode 100644
index 0000000..b3bfbff
--- /dev/null
+++ b/Assets/Scripts/Managers/LevelManager1.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c6e9d41a57f882c4191e9e1ad3d80237
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 587ffed..0f75bff 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -19,7 +19,7 @@ namespace Nightmare
         Animator anim;
         AudioSource playerAudio;
         PlayerMovement playerMovement;
-        PlayerShooting playerShooting;
+        // PlayerShooting playerShooting;
         bool isDead;
         bool damaged;
 
@@ -29,7 +29,7 @@ namespace Nightmare
             anim = GetComponent<Animator>();
             playerAudio = GetComponent<AudioSource>();
             playerMovement = GetComponent<PlayerMovement>();
-            playerShooting = GetComponentInChildren<PlayerShooting>();
+            // playerShooting = GetComponentInChildren<PlayerShooting>();
 
             ResetPlayer();
         }
@@ -40,7 +40,7 @@ namespace Nightmare
             currentHealth = startingHealth;
 
             playerMovement.enabled = true;
-            playerShooting.enabled = true;
+            // playerShooting.enabled = true;
 
             anim.SetBool("IsDead", false);
         }
@@ -97,7 +97,7 @@ namespace Nightmare
             isDead = true;
 
             // Turn off any remaining shooting effects.
-            playerShooting.DisableEffects();
+            // playerShooting.DisableEffects();
 
             // Tell the animator that the player is dead.
             anim.SetBool("IsDead", true);
@@ -108,7 +108,7 @@ namespace Nightmare
 
             // Turn off the movement and shooting scripts.
             playerMovement.enabled = false;
-            playerShooting.enabled = false;
+            // playerShooting.enabled = false;
         }
 
         public void RestartLevel()
diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs
index 1328542..4a2e32c 100644
--- a/Assets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/Scripts/Player/PlayerMovement.cs
@@ -74,12 +74,12 @@ namespace Nightmare
 #if !MOBILE_INPUT
             // Create a ray from the mouse cursor on screen in the direction of the camera.
             Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
-
+ 
             // Create a RaycastHit variable to store information about what was hit by the ray.
             RaycastHit floorHit;
 
             // Perform the raycast and if it hits something on the floor layer...
-            if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
+            if (Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
             {
                 // Create a vector from the player to the point on the floor the raycast from the mouse hit.
                 Vector3 playerToMouse = floorHit.point - transform.position;
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 0147887..6a76d01 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -4,5 +4,14 @@
 EditorBuildSettings:
   m_ObjectHideFlags: 0
   serializedVersion: 2
-  m_Scenes: []
+  m_Scenes:
+  - enabled: 1
+    path: Assets/Scenes/MainMenu.unity
+    guid: d72ffefa99010d8459fb46fb7f751c75
+  - enabled: 1
+    path: Assets/Scenes/Story.unity
+    guid: 745c03ef81de0a6449c19e27915232fc
+  - enabled: 1
+    path: Assets/Scenes/Story01.unity
+    guid: 486b0c3b1f2672945b5828a40e97993c
   m_configObjects: {}
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 1c92a78..261d03a 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -3,7 +3,8 @@
 --- !u!78 &1
 TagManager:
   serializedVersion: 2
-  tags: []
+  tags:
+  - Enemy
   layers:
   - Default
   - TransparentFX
@@ -11,7 +12,7 @@ TagManager:
   - 
   - Water
   - UI
-  - 
+  - Floor
   - 
   - 
   - 
-- 
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