Added new levels
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@ -226483,6 +226510,16 @@ PrefabInstance:
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value: Level 3
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@ -294353,6 +294402,7 @@ MonoBehaviour:
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levelStartTriggers: []
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--- !u!4 &1755519505
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Transform:
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@ -13,8 +13,8 @@ MonoBehaviour:
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m_Name: Level 1
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m_EditorClassIdentifier:
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objectives:
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- Go to the marked objective
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- Kill all the enemies
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- 'LEVEL 1: Go to the marked objective'
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- 'LEVEL 1: Kill all the enemies'
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startObjectiveIndex: 0
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autoAdvanceOnComplete: 1
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clearWavesObjectiveIndex: -1
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@ -13,8 +13,8 @@ MonoBehaviour:
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m_Name: Level 2
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m_EditorClassIdentifier:
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objectives:
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- Go to the marked objective
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- Kill all the enemies
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- 'LEVEL2: Go to the marked objective'
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- 'LEVEL 2: Kill all the enemies'
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startObjectiveIndex: 0
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autoAdvanceOnComplete: 1
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clearWavesObjectiveIndex: -1
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@ -13,8 +13,8 @@ MonoBehaviour:
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m_Name: Level 3
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m_EditorClassIdentifier:
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objectives:
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- Go to the marked objective
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- Kill all the enemies
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- 'LEVEL 3: Go to the marked objective'
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- 'LEVEL 3: Kill all the enemies'
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startObjectiveIndex: 0
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autoAdvanceOnComplete: 1
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clearWavesObjectiveIndex: -1
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@ -11,7 +11,7 @@ public class GameplayManager : MonoBehaviour
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private int currentLevelIndex = -1;
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private Level currentLevel;
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[SerializeField] private List<GameObject> levelStartTriggers;
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private void Awake()
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{
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if (Instance == null)
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@ -31,6 +31,15 @@ public class GameplayManager : MonoBehaviour
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}
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var upcomingLevel = levels[0];
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ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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EnableOnlyTrigger(0);
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}
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private void EnableOnlyTrigger(int index)
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{
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if (levelStartTriggers == null) return;
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for (int i = 0; i < levelStartTriggers.Count; i++)
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if (levelStartTriggers[i] != null)
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levelStartTriggers[i].SetActive(i == index);
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}
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public void StartLevel(int index)
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@ -68,18 +77,29 @@ public class GameplayManager : MonoBehaviour
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// If you want to auto-progress:
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int next = currentLevelIndex + 1;
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var upcomingLevel = levels[currentLevelIndex];
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ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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// var upcomingLevel = levels[currentLevelIndex];
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// ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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if (next < levels.Count)
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{
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StartLevel(next);
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}
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else
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{
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Debug.Log("GameplayManager: All levels completed!");
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var upcomingLevel = levels[next];
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ObjectiveManager.Instance.SetList(
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upcomingLevel.config.objectives,
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upcomingLevel.config.startObjectiveIndex
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);
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}
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EnableOnlyTrigger(next);
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// if (next < levels.Count)
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// {
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// StartLevel(next);
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// }
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// else
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// {
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// Debug.Log("GameplayManager: All levels completed!");
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// }
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}
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private void LoadUpNextLevel()
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{
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int next = currentLevelIndex + 1;
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