Added sound and cinematics managers to boot settings
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@@ -20,3 +20,5 @@ MonoBehaviour:
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33
Assets/Prefabs/Managers/CinematicsManager.prefab
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Assets/Prefabs/Managers/CinematicsManager.prefab
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Layer: 0
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m_Name: CinematicsManager
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7
Assets/Prefabs/Managers/CinematicsManager.prefab.meta
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Assets/Prefabs/Managers/CinematicsManager.prefab.meta
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33
Assets/Prefabs/Managers/SoundManager.prefab
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Assets/Prefabs/Managers/SoundManager.prefab
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Assets/Prefabs/Managers/SoundManager.prefab.meta
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7
Assets/Prefabs/Managers/SoundManager.prefab.meta
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8
Assets/Scripts/Cinematics.meta
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8
Assets/Scripts/Cinematics.meta
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@@ -0,0 +1,8 @@
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16
Assets/Scripts/Cinematics/CinematicsManager.cs
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16
Assets/Scripts/Cinematics/CinematicsManager.cs
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@@ -0,0 +1,16 @@
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using UnityEngine;
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public class CinematicsManager : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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2
Assets/Scripts/Cinematics/CinematicsManager.cs.meta
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2
Assets/Scripts/Cinematics/CinematicsManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4e3cd69fd77a22640aa40e691d8d6c26
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@@ -34,7 +34,7 @@ public class TakePhotoState : State
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playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
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playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
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newPlayerPosition = new Vector3(playerTargetObject.transform.position.x, playerTargetObject.transform.position.y, playerTargetObject.transform.position.z);
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newPlayerPosition = new Vector3(playerTargetObject.transform.position.x, playerTargetObject.transform.position.y, playerTargetObject.transform.position.z);
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//playerTouchController.InterruptMoveTo();
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playerTouchController.InterruptMoveTo();
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playerTouchController.MoveToAndNotify(newPlayerPosition);
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playerTouchController.MoveToAndNotify(newPlayerPosition);
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InputManager.Instance.SetInputMode(InputMode.InputDisabled);
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InputManager.Instance.SetInputMode(InputMode.InputDisabled);
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}
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}
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