added implementation for freeze first use dialogue
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cf8d58690d
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@ -169,6 +169,8 @@ MonoBehaviour:
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_exhaustedColor: {r: 1, g: 0, b: 0, a: 0}
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_exhaustedColor: {r: 1, g: 0, b: 0, a: 0}
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objectTimeScale: {fileID: 11400000, guid: 9b68e167db44c0c42837e9a679da964e, type: 2}
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objectTimeScale: {fileID: 11400000, guid: 9b68e167db44c0c42837e9a679da964e, type: 2}
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frozenTime: {fileID: 11400000, guid: 19273ba4ac237ab4381926cfb195dda8, type: 2}
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frozenTime: {fileID: 11400000, guid: 19273ba4ac237ab4381926cfb195dda8, type: 2}
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_dialogueSystem: {fileID: 11400000, guid: 56369c4e83cc59e44bf55cd16fafc4e8, type: 2}
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_freezeFirstUseDialogueKey: SD_FREEZE_0
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--- !u!114 &13726836969441780
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--- !u!114 &13726836969441780
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -83,6 +83,12 @@ public class PlayerController : MonoBehaviour
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[SerializeField]
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[SerializeField]
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private SerialFloat frozenTime;
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private SerialFloat frozenTime;
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[SerializeField]
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private DialogueSystem _dialogueSystem;
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[SerializeField]
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private string _freezeFirstUseDialogueKey;
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private enum JumpState
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private enum JumpState
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{
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{
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None,
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None,
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@ -177,6 +183,7 @@ public class PlayerController : MonoBehaviour
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if ( _powers.Freeze.timeSinceConsume > frozenTime && TimeIsFrozen )
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if ( _powers.Freeze.timeSinceConsume > frozenTime && TimeIsFrozen )
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{
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{
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UnfreezeTime();
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UnfreezeTime();
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_dialogueSystem.PlayLine( _freezeFirstUseDialogueKey, true );
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Debug.Log( "[PlayerController] time unfrozen" );
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Debug.Log( "[PlayerController] time unfrozen" );
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}
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}
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