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457 lines
14 KiB
457 lines
14 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class CharacterBehaviour : MonoBehaviour
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{
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[SerializeField]
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private bool standby = true;
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[Range(0, 15)]
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public float disappearTime = 5;
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//public Material mat;
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public Area area;
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public List<Area> AppearArea = new List<Area>();
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Vector2 wallRoi;
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float origin_height = 0.0f;
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[SerializeField]
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private RectTransform fakeButton;
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private const float checktriggerColliderTime = 0.5f;
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private float triggerColliderTimer;
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[SerializeField]
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List<CharacterDummy> specificPositions = new List<CharacterDummy>();
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[SerializeField, Range(0, 1)]
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float roaming = 0.0f;
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float roaming_seed = 0.0f;
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[Header("Direct Show Player")]
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[SerializeField]
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bool isStandbyLoop = true;
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public DShowClip standbyClip;
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public List<DShowClip> triggerClips = new List<DShowClip>();
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int trigger_clip_index = 0;
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[SerializeField]
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private DShowMoviePlayer[] players;
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//private MeshRenderer m_meshRender;
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public Color color;
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private bool isSleep;
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public float videoStopTime = 1.5f;
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const int TRIGGER = 0;
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const int STANDBY = 1;
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int Status { get { return System.Convert.ToInt32(standby); } }
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List<MeshRenderer> renderers;
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private void Awake()
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{
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renderers = new List<MeshRenderer>();
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renderers.AddRange(GetComponentsInChildren<MeshRenderer>());
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if (renderers.Count != 2)
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Debug.LogWarningFormat("{0} renderer count is {1}", gameObject.name, renderers.Count);
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//m_meshRender = GetComponent<MeshRenderer>();
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//mat = new Material(Shader.Find("Unlit/ColorTransparent"));
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//m_meshRender.material = mat;
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origin_height = transform.position.y;
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InitialiseDSPlayer();
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}
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void InitialiseDSPlayer()
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{
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CreateDSPlayer(triggerClips[0]);
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CreateDSPlayer(standbyClip);
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players = GetComponentsInChildren<DShowMoviePlayer>();
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}
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void CreateDSPlayer(DShowClip clip)
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{
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GameObject triggerObj = new GameObject(clip.name);
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triggerObj.transform.parent = this.transform;
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var player = triggerObj.AddComponent<DShowMoviePlayer>();
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player.VideoAsset = clip;
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player.Load();
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}
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void InitialTouchButton()
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{
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if (fakeButton != null)
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return;
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GameObject obj = new GameObject(gameObject.name);
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obj.transform.parent = GameObject.Find("Final Canvas").transform;
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fakeButton = obj.AddComponent<RectTransform>();
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fakeButton.anchorMin = new Vector2(0, 0);
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fakeButton.anchorMax = new Vector2(0, 0);
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fakeButton.pivot = new Vector2(0.5f, 0.5f);
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var standby_scale = renderers[STANDBY].transform.localScale;
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fakeButton.sizeDelta = new Vector2(standby_scale.x, standby_scale.y) * FrozenScreenToWorldSpace.Instance.finalPixelsByMeter;
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fakeButton.anchoredPosition3D = new Vector3(0, 0, 0);
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fakeButton.localScale = Vector3.one;
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fakeButton.gameObject.AddComponent<RawImage>();
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fakeButton.GetComponent<RawImage>().color = new Color(1, 1, 1, 0);
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TouchArea touch_area = fakeButton.gameObject.AddComponent<TouchArea>();
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touch_area.PointerDown.AddListener((data) => { Trigger(data); });
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touch_area.PointerDrag.AddListener((data) => { Trigger(data); });
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}
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private void Start()
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{
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foreach (var rdr in renderers)
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{
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//rdr.sharedMaterial = new Material(rdr.sharedMaterial);
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rdr.material.mainTextureScale = new Vector2(1, -1);
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rdr.material.mainTextureOffset = new Vector2(0, -1);
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}
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}
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private void OnEnable()
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{
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standby = true;
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isSleep = false;
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StartCoroutine(PlayStandbyOnStart());
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InitialTouchButton();
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StartCoroutine(RandomPosNoTriggerOther());
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color = new Color(1, 1, 1, 0);
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StartCoroutine(Sleep());
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if (fakeButton != null)
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fakeButton.gameObject.SetActive(true);
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}
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private void OnDisable()
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{
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if (fakeButton != null)
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fakeButton.gameObject.SetActive(false);
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}
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IEnumerator PlayStandbyOnStart()
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{
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DShowMoviePlayer player = CurrentPlayer;
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player.Loop = isStandbyLoop;
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while (!player.IsPlaying)
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{
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player.Play();
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renderers[STANDBY].material.mainTexture = player.Texture;
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yield return null;
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}
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}
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void Update()
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{
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/*
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if (Input.GetKeyDown(KeyCode.R))
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{
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if (!isTriggerCollider)
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StartCoroutine(RandomPosNoTriggerOther());
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}
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*/
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UpdateMaterial();
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if (isSleep == false)
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{
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if (standby == false)
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{
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CheckPlayFinished();
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var mat = renderers[STANDBY].material;
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float a = Mathf.Lerp(mat.color.a, 0.0f, Time.deltaTime);
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mat.color = new Color(1, 1, 1, a);
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}
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else if (standby && roaming > 0.0f)
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{
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UpdateRoamingPosition();
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UpdateWallRoiFromPosition();
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UpdateButtonPos();
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}
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}
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if (isTriggerCollider)
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CheckTriggerCollider();
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}
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void CheckTriggerCollider()
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{
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triggerColliderTimer -= Time.deltaTime;
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if (triggerColliderTimer <= 0)
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isTriggerCollider = false;
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}
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void UpdateRoamingPosition()
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{
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float noise = Mathf.PerlinNoise(Time.time * 0.4f, roaming_seed) > 0.5f ? 1.0f : -1.0f;
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noise *= roaming * Time.deltaTime;
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//float padding = transform.localScale.x * 0.5f;
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float padding = renderers[TRIGGER].transform.localScale.x * 0.5f;
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Vector3 pos = transform.position;
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switch (area)
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{
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case Area.TopWall:
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{
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float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.width * 0.5f);
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float x = Mathf.Clamp(pos.x + noise, -minmax, minmax);
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transform.position = new Vector3(x, pos.y, pos.z);
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}
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break;
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case Area.LeftWall:
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case Area.RightWall:
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{
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float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.length * 0.5f);
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float z = Mathf.Clamp(pos.z + noise, -minmax, minmax);
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transform.position = new Vector3(pos.x, pos.y, z);
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}
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break;
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}
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}
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void UpdateMaterial()
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{
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var mat = CurrentRenderer.material;
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mat.mainTexture = CurrentPlayer.Texture;
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mat.SetColor("_Color", color);
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}
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void CheckPlayFinished()
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{
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if (CurrentPlayer.IsFinished)
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{
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StartCoroutine(Sleep());
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}
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}
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void RandomAppearWall()
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{
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Vector3 newPos = Vector3.zero;
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area = AppearArea[Random.Range(0, AppearArea.Count)];
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Quaternion q = new Quaternion();
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if (area == Area.LeftWall)
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{
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newPos.x = -FrozenScreenToWorldSpace.Instance.width / 2;
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q.SetLookRotation(Vector3.left);
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}
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if (area == Area.RightWall)
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{
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newPos.x = FrozenScreenToWorldSpace.Instance.width / 2;
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q.SetLookRotation(Vector3.right);
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}
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if (area == Area.TopWall)
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{
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newPos.z = FrozenScreenToWorldSpace.Instance.length / 2;
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q.SetLookRotation(Vector3.forward);
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}
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transform.rotation = q;
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transform.position = newPos + FrozenScreenToWorldSpace.Instance.Position;
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RandomPos();
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}
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void RandomPos()
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{
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float minX = renderers[TRIGGER].transform.localScale.x / 2;
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#if true
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switch (area)
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{
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case Area.TopWall:
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wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.width - minX) / FrozenScreenToWorldSpace.Instance.width;
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break;
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case Area.LeftWall:
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case Area.RightWall:
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wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.length - minX) / FrozenScreenToWorldSpace.Instance.length;
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break;
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}
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#else
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Vector3 randomPos = transform.localPosition;
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if (randomPos.x == 0)
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wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.width - minX) / FrozenScreenToWorldSpace.Instance.width;
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else
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wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.length - minX) / FrozenScreenToWorldSpace.Instance.length;
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#endif
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wallRoi.y = origin_height / FrozenScreenToWorldSpace.Instance.height;
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UpdatePos();
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UpdateButtonPos();
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}
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void UpdatePos()
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{
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#if true
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Vector3 n_pos = transform.position;
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switch (area)
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{
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case Area.TopWall:
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n_pos.x = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.width / 2, FrozenScreenToWorldSpace.Instance.width / 2, wallRoi.x);
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break;
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case Area.LeftWall:
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case Area.RightWall:
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n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.length / 2, FrozenScreenToWorldSpace.Instance.length / 2, wallRoi.x);
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break;
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}
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n_pos.y = Mathf.Lerp(0.0f, FrozenScreenToWorldSpace.Instance.height, wallRoi.y);
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transform.position = n_pos + FrozenScreenToWorldSpace.Instance.Position;
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#else
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Vector3 n_pos = transform.localPosition;
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if (area == Area.TopWall)
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n_pos.x = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.width / 2, FrozenScreenToWorldSpace.Instance.width / 2, wallRoi.x);
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else
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n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.length / 2, FrozenScreenToWorldSpace.Instance.length / 2, wallRoi.x);
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n_pos.y = Mathf.Lerp(0, (float)FrozenScreenToWorldSpace.Instance.height, wallRoi.y);
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transform.localPosition = n_pos;
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#endif
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//SetButtonPos();
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}
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void UpdateButtonPos()
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{
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//Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, wallRoi);
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var roi = FrozenScreenToWorldSpace.Instance.GetWallRoiFromPosition(area, renderers[STANDBY].transform.position);
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Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, roi);
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fakeButton.anchoredPosition = newScreenPos;
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}
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void SetSpecificPos()
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{
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int pos_index = Random.Range(0, specificPositions.Count);
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var dummy = specificPositions[pos_index];
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area = dummy.area;
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transform.position = dummy.transform.position;
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transform.rotation = dummy.transform.rotation;
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UpdateWallRoiFromPosition();
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UpdateButtonPos();
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}
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void UpdateWallRoiFromPosition()
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{
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wallRoi = FrozenScreenToWorldSpace.Instance.GetWallRoiFromPosition(area, transform.position);
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}
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private void Trigger(PointerEventData data)
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{
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if (!standby || isSleep)
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return;
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standby = false;
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CurrentPlayer.Play();
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CurrentRenderer.material.mainTexture = CurrentPlayer.Texture;
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}
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void Idle()
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{
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standby = true;
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CurrentPlayer.Play();
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}
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DShowMoviePlayer CurrentPlayer { get { return players[Status]; } }
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MeshRenderer CurrentRenderer { get { return renderers[Status]; } }
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IEnumerator Sleep()
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{
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standby = false;
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isSleep = true;
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yield return StartCoroutine(WaitVideoStopTimeFadeOut());
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yield return new WaitForSeconds(GetDisappear());
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yield return StartCoroutine(RandomPosNoTriggerOther());
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yield return StartCoroutine(WaitVideoStandbyFadeIn());
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isSleep = false;
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Idle();
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}
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IEnumerator Fade(float targetA)
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{
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float value = 0;
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float origin = color.a;
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while (value < 1)
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{
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value = Mathf.Clamp(value + Time.deltaTime, 0, 1);
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color.a = Mathf.Lerp(origin, targetA, value);
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yield return null;
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}
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color.a = targetA;
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}
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IEnumerator WaitVideoStandbyFadeIn()
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{
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standby = true;
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CurrentPlayer.Play();
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CurrentRenderer.material.mainTexture = CurrentPlayer.Texture;
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yield return StartCoroutine(Fade(1));
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}
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IEnumerator WaitVideoStopTimeFadeOut()
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{
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yield return new WaitForSeconds(videoStopTime);
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yield return StartCoroutine(Fade(0));
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CurrentPlayer.Pause();
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CurrentPlayer.Frame = 0;
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}
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public bool isTriggerCollider;
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private void OnTriggerExit(Collider other)
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{
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isTriggerCollider = false;
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}
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void OnTriggerStay(Collider other)
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{
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isTriggerCollider = true;
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triggerColliderTimer = checktriggerColliderTime;
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}
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private void OnTriggerEnter(Collider other)
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{
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isTriggerCollider = true;
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triggerColliderTimer = checktriggerColliderTime;
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}
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public float GetDisappear()
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{
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return disappearTime;
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/*
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float distime = disappearTime - Random.Range(0, disappearTime / 2);
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distime = disappearTime * distime - distime * distime + 0.5f * distime;
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return distime;
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*/
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}
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IEnumerator RandomPosNoTriggerOther()
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{
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if (specificPositions.Count > 0)
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{
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SetSpecificPos();
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yield return null;
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}
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else
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{
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RandomAppearWall();
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yield return new WaitForSeconds(0.1f);
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while (isTriggerCollider)
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{
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RandomAppearWall();
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yield return null;
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}
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}
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roaming_seed = Random.Range(0.0f, 1.0f);
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trigger_clip_index = ++trigger_clip_index % triggerClips.Count;
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players[0].VideoAsset = triggerClips[trigger_clip_index];
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yield return null;
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}
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}
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