net.dreditor.splashcredits 0.0.0-stage → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (47) hide show
  1. package/.attestation.p7m +0 -0
  2. package/Assets/DREditor_Made_With.png +0 -0
  3. package/Assets/DREditor_Made_With.png.meta +117 -0
  4. package/Assets/Fmod.png +0 -0
  5. package/Assets/Fmod.png.meta +132 -0
  6. package/Assets.meta +8 -0
  7. package/CreditsSetup.txt +6 -0
  8. package/CreditsSetup.txt.meta +7 -0
  9. package/DREditor.SplashCredits.asmdef +21 -0
  10. package/DREditor.SplashCredits.asmdef.meta +7 -0
  11. package/EndCredits.cs +207 -0
  12. package/EndCredits.cs.meta +11 -0
  13. package/ForceBoolWithEventUpdate.cs +41 -0
  14. package/ForceBoolWithEventUpdate.cs.meta +11 -0
  15. package/ILoadScreenManager.cs +14 -0
  16. package/ILoadScreenManager.cs.meta +11 -0
  17. package/LoadScreenManager.cs +239 -0
  18. package/LoadScreenManager.cs.meta +11 -0
  19. package/Samples~/Credits_Canvas_ETemplate.prefab +596 -0
  20. package/Samples~/Credits_Canvas_ETemplate.prefab.meta +7 -0
  21. package/Samples~/DRE_Credits.unity +429 -0
  22. package/Samples~/DRE_Credits.unity.meta +7 -0
  23. package/Samples~/DRE_Splash.unity +262 -0
  24. package/Samples~/DRE_Splash.unity.meta +7 -0
  25. package/Samples~/Force_Menu_Access.prefab +48 -0
  26. package/Samples~/Force_Menu_Access.prefab.meta +7 -0
  27. package/Samples~/Load_Screen_Canvas.prefab +337 -0
  28. package/Samples~/Load_Screen_Canvas.prefab.meta +7 -0
  29. package/Samples~/OnLeavingCredits.asset +14 -0
  30. package/Samples~/OnLeavingCredits.asset.meta +8 -0
  31. package/Samples~/SplashScreen_DREditor.asset +18 -0
  32. package/Samples~/SplashScreen_DREditor.asset.meta +8 -0
  33. package/Samples~/SplashScreen_FMOD.asset +18 -0
  34. package/Samples~/SplashScreen_FMOD.asset.meta +8 -0
  35. package/Samples~/Splash_Load_Screens_DRE.prefab +285 -0
  36. package/Samples~/Splash_Load_Screens_DRE.prefab.meta +7 -0
  37. package/Samples~/Splash_Screen_Canvas.prefab +337 -0
  38. package/Samples~/Splash_Screen_Canvas.prefab.meta +7 -0
  39. package/SplashScreen.cs +39 -0
  40. package/SplashScreen.cs.meta +11 -0
  41. package/SplashScreenManager.cs +322 -0
  42. package/SplashScreenManager.cs.meta +11 -0
  43. package/Splash_RT.renderTexture +39 -0
  44. package/Splash_RT.renderTexture.meta +8 -0
  45. package/package.json +40 -4
  46. package/package.json.meta +7 -0
  47. package/README.md +0 -3
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1
+ The only thing that would be needed to be set up is:
2
+ Creating an animator on the credits canvas for moving the credits.
3
+ Making the animation clip not loop.
4
+ On the animation at the end, add an animation event where it calls the leave credits function.
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+
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+ Put in whatever music you want.
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+ {
2
+ "name": "DREditor.SplashCredits",
3
+ "rootNamespace": "",
4
+ "references": [
5
+ "DREditor",
6
+ "DREditor.Fading",
7
+ "Unity.TextMeshPro",
8
+ "Unity.InputSystem",
9
+ "DG.Tweening",
10
+ "DREditor.Controls"
11
+ ],
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+ "excludePlatforms": [],
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+ }
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package/EndCredits.cs ADDED
@@ -0,0 +1,207 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ #if DOTWEEN
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+ using DG.Tweening;
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+ #endif
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+ using DREditor.EventObjects;
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+ using DREditor.Fading;
7
+ using DREditor.Services;
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+ using System.Collections;
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+ using TMPro;
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+ using UnityEngine;
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+ using UnityEngine.InputSystem;
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+ using UnityEngine.SceneManagement;
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+
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+ namespace DREditor.SplashCredits
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public class EndCredits : MonoBehaviour
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Space]
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+ [Header("")]
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+ [Space]
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+ [Tooltip("")]
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+ [SerializeField] protected InputActionReference pause = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected SceneEvent onLeavingCredits = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected string menuScene = "";
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected TextMeshProUGUI skipText = null;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Space]
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+ [Tooltip("")]
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+ [SerializeField] protected float startFadeOutDuration = 1;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float skipTextFadeToValue = 1;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float skipTextFadeToDuration = 1;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float skipTextFadeOutValue = 0;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float skipTextFadeOutDuration = 1;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float leaveFadeToDuration = 0.5f;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected bool canSkip = false;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected bool skipping = false;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void Start() => StartCredits();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void StartCredits()
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+ {
110
+ AddSkipInput();
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+
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+ StartCoroutine(FadeOutService());
113
+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void OnDestroy() => RemoveSkipInput();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void AddSkipInput() => pause.action.started += OnSkipInput;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void RemoveSkipInput() => pause.action.started -= OnSkipInput;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <returns></returns>
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+ protected virtual IEnumerator FadeOutService()
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+ {
136
+ while (ServiceLocator.GetService<GlobalFade>().isTransitioning)
137
+ yield return null;
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+
139
+ if (ServiceLocator.GetService<GlobalFade>().IsDark)
140
+ ServiceLocator.GetService<GlobalFade>().FadeOut(startFadeOutDuration);
141
+
142
+ yield break;
143
+ }
144
+
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+
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+ /// <summary>
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+ ///
148
+ /// </summary>
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+ /// <param name="context"></param>
150
+ /// <remarks></remarks>
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+ protected virtual void OnSkipInput(InputAction.CallbackContext context)
152
+ {
153
+ UnityEngine.Debug.Log($"{ToString()}: Called Skip");
154
+
155
+ if (skipping)
156
+ return;
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+
158
+ if (canSkip)
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+ LeaveCredits();
160
+ else
161
+ StartCoroutine(ShowTextToSkipCredits());
162
+ }
163
+
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+ /// <summary>
165
+ ///
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+ /// </summary>
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+ /// <returns></returns>
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+ protected virtual IEnumerator ShowTextToSkipCredits()
169
+ {
170
+ UnityEngine.Debug.Log($"{ToString()}: Revealing Skip Text.");
171
+
172
+ canSkip = true;
173
+ #if DOTWEEN
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+ skipText.DOFade(skipTextFadeToValue, skipTextFadeToDuration);
175
+
176
+ yield return new WaitForSecondsRealtime(skipTextFadeToDuration);
177
+
178
+ skipText.DOFade(skipTextFadeOutValue, skipTextFadeOutDuration);
179
+ #endif
180
+ yield return new WaitForSecondsRealtime(skipTextFadeOutDuration);
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+
182
+ canSkip = false;
183
+ }
184
+
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+
186
+ /// <summary>
187
+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ public virtual void LeaveCredits() => StartCoroutine(LeaveCreditsRoutine());
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+
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+ /// <summary>
193
+ ///
194
+ /// </summary>
195
+ /// <returns></returns>
196
+ protected virtual IEnumerator LeaveCreditsRoutine()
197
+ {
198
+ skipping = true;
199
+
200
+ onLeavingCredits.Raise();
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+
202
+ yield return ServiceLocator.GetService<GlobalFade>().FadeToRoutine(leaveFadeToDuration);
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+
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+ SceneManager.LoadSceneAsync(menuScene);
205
+ }
206
+ }
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+ }
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using DREditor.EventObjects;
3
+ using UnityEngine;
4
+
5
+ namespace DREditor.SplashCredits
6
+ {
7
+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ public class ForceBoolWithEventUpdate : MonoBehaviour
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent valueToForce = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected bool forcedValueTo = false;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void Awake() => ForceSetValue();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void Update() => ForceSetValue();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void ForceSetValue() => valueToForce.SetValue(forcedValueTo);
40
+ }
41
+ }
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ namespace DREditor.SplashCredits
3
+ {
4
+ /// <summary>
5
+ ///
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+ /// </summary>
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+ public interface ILoadScreenManager
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ void StartLoadingScreen();
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+ }
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+ }
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