Worked on restart button. Unsuccessful, left it disabled.
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@@ -8,7 +8,7 @@ namespace _PROJECT.NewHandPresence
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{
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public class TutorialController : MonoBehaviour
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{
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private enum State
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public enum TutorialState
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{
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Initializing,
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Turn,
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@@ -34,7 +34,7 @@ namespace _PROJECT.NewHandPresence
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private SmartHandPresence _leftSmartHandPresence;
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private SmartHandPresence _rightSmartHandPresence;
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private State _state = State.Initializing;
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public TutorialState _state = TutorialState.Initializing;
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private Camera _camera;
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@@ -45,12 +45,12 @@ namespace _PROJECT.NewHandPresence
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private void Update()
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{
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if (_state == State.Initializing)
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if (_state == TutorialState.Initializing)
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{
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TryInitialize();
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}
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if (_state == State.WaitForGrip)
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if (_state == TutorialState.WaitForGrip)
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{
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TryFindXRGrabInteractable();
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}
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@@ -76,12 +76,12 @@ namespace _PROJECT.NewHandPresence
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UpdateState(_state.Next());
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}
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private void UpdateState(State newState)
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private void UpdateState(TutorialState newState)
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{
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_state = newState;
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Debug.Log($"Tutorial state: {_state}");
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if (_state == State.Initializing) return;
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if (_state == TutorialState.Initializing) return;
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SetHandsVisibility(true);
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_rightHintController.HideHint();
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@@ -89,26 +89,26 @@ namespace _PROJECT.NewHandPresence
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switch (_state)
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{
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case State.Initializing:
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case TutorialState.Initializing:
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break;
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case State.Turn:
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case TutorialState.Turn:
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ShowTurnHint();
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break;
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case State.Move:
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case TutorialState.Move:
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ShowLocomotionHint();
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break;
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case State.Teleport:
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case TutorialState.Teleport:
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ShowTeleportHint();
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break;
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case State.WaitForGrip:
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case TutorialState.WaitForGrip:
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SetHandsVisibility(true);
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break;
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case State.Grip:
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case TutorialState.Grip:
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SetHandsVisibility(false);
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CreateBillboard(_grabInteractable.gameObject, "Grab me!");
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ShowGripHint();
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break;
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case State.Done:
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case TutorialState.Done:
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SetHandsVisibility(true);
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DestroyBillboard();
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break;
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@@ -215,28 +215,28 @@ namespace _PROJECT.NewHandPresence
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private void OnGripPerformed(SelectEnterEventArgs arg0)
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{
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if (_state != State.Grip) return;
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if (_state != TutorialState.Grip) return;
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Debug.Log("Grip performed");
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UpdateState(_state.Next());
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}
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private void OnTeleportPerformed(LocomotionSystem obj)
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{
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if (_state != State.Teleport) return;
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if (_state != TutorialState.Teleport) return;
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Debug.Log("Teleport performed");
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UpdateState(_state.Next());
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}
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private void OnMovePerformed(InputAction.CallbackContext obj)
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{
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if (_state != State.Move) return;
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if (_state != TutorialState.Move) return;
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Debug.Log("Move performed");
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UpdateState(_state.Next());
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}
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private void OnTurnPerformed(InputAction.CallbackContext obj)
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{
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if (_state != State.Turn) return;
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if (_state != TutorialState.Turn) return;
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Debug.Log("Turn performed");
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UpdateState(_state.Next());
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}
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