Worked on restart button. Unsuccessful, left it disabled.
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bad94ab628
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@ -1,10 +1,13 @@
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using _PROJECT.NewHandPresence;
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using FishNet;
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using FishNet;
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using FishNet.Discovery;
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using FishNet.Discovery;
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using FishNet.Managing.Scened;
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using FishNet.Managing.Scened;
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using FishNet.Object;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Net;
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using System.Net;
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using TMPro;
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using TMPro;
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using Unity.XR.CoreUtils;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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@ -61,13 +64,37 @@ public class NetworkMenuUI : MonoBehaviour
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StartCoroutine(HostAndSearchRoutine());
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StartCoroutine(HostAndSearchRoutine());
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}
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}
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private void OnReload()
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private void OnReload()
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{
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{
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/*if (!InstanceFinder.IsClient)
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{
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Debug.LogWarning("Reload can only be called from a client!");
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return;
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}
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//UnityEngine.SceneManagement.Scene currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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// Use the ClientManager.Objects dictionary
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//UnityEngine.SceneManagement.SceneManager.LoadScene(currentScene.name);
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foreach (NetworkObject obj in InstanceFinder.ClientManager.Objects.)
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{
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if (obj.IsOwner) // This ensures it's YOUR local player
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{
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var xr = obj.GetComponentInChildren<XROrigin>();
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if (xr != null)
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{
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Debug.Log("Found my XR Origin player.");
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TutorialController tutorial = xr.GetComponent<TutorialController>();
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if (tutorial != null)
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{
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tutorial._state = TutorialController.TutorialState.Initializing;
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}
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}
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else
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{
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Debug.Log("My local player is not an XR Origin.");
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}
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}
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}*/
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}
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}
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private void OnJoinMultiplayer()
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private void OnJoinMultiplayer()
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@ -8,7 +8,7 @@ namespace _PROJECT.NewHandPresence
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{
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{
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public class TutorialController : MonoBehaviour
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public class TutorialController : MonoBehaviour
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{
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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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{
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Initializing,
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Initializing,
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Turn,
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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 _leftSmartHandPresence;
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private SmartHandPresence _rightSmartHandPresence;
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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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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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private void Update()
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{
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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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{
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TryInitialize();
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TryInitialize();
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}
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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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{
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TryFindXRGrabInteractable();
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TryFindXRGrabInteractable();
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}
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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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UpdateState(_state.Next());
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}
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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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{
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_state = newState;
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_state = newState;
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Debug.Log($"Tutorial state: {_state}");
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Debug.Log($"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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SetHandsVisibility(true);
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_rightHintController.HideHint();
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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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switch (_state)
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{
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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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break;
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case State.Turn:
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case TutorialState.Turn:
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ShowTurnHint();
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ShowTurnHint();
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break;
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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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ShowLocomotionHint();
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break;
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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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ShowTeleportHint();
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break;
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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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SetHandsVisibility(true);
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break;
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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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SetHandsVisibility(false);
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CreateBillboard(_grabInteractable.gameObject, "Grab me!");
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CreateBillboard(_grabInteractable.gameObject, "Grab me!");
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ShowGripHint();
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ShowGripHint();
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break;
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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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SetHandsVisibility(true);
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DestroyBillboard();
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DestroyBillboard();
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break;
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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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private void OnGripPerformed(SelectEnterEventArgs arg0)
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{
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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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Debug.Log("Grip performed");
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UpdateState(_state.Next());
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UpdateState(_state.Next());
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}
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}
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private void OnTeleportPerformed(LocomotionSystem obj)
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private void OnTeleportPerformed(LocomotionSystem obj)
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{
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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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Debug.Log("Teleport performed");
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UpdateState(_state.Next());
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UpdateState(_state.Next());
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}
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}
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private void OnMovePerformed(InputAction.CallbackContext obj)
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private void OnMovePerformed(InputAction.CallbackContext obj)
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{
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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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Debug.Log("Move performed");
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UpdateState(_state.Next());
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UpdateState(_state.Next());
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}
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}
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private void OnTurnPerformed(InputAction.CallbackContext obj)
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private void OnTurnPerformed(InputAction.CallbackContext obj)
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{
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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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Debug.Log("Turn performed");
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UpdateState(_state.Next());
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UpdateState(_state.Next());
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}
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}
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Assets/_PROJECT/Scenes/DeltaBuilding_base.unity
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Assets/_PROJECT/Scenes/DeltaBuilding_base.unity
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ProjectSettings/ProjectSettings.asset
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