Additional Levels added. Mostly just base artwork so far.
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@@ -26,6 +26,7 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
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[Header("Zones")]
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[SerializeField]
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private StreetVines _vinesZone;
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[SerializeField]
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private InteractZone _plaqueZone;
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@@ -35,8 +36,8 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
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protected override UniTask PostLoadInternal()
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{
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bool gateOpen = SaveManager.GetLevelFlag(LevelFlag.StreetGateOpen);
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bool vinesCut = SaveManager.GetLevelFlag(LevelFlag.StreetVinesCut) || gateOpen;
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bool gateOpen = SaveManager.GetLevelFlag(LevelFlag.VillageStreetGateOpen);
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bool vinesCut = SaveManager.GetLevelFlag(LevelFlag.VillageStreetVinesCut) || gateOpen;
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if (gateOpen)
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{
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@@ -57,11 +58,12 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
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await UniTask.Delay(TimeSpan.FromSeconds(1));
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EventCoordinator.Publish(new FadeEvent(false, 0.8f));
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await UniTask.Delay(TimeSpan.FromSeconds(0.8f));
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_background.sprite = _vinesCutSprite;
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SetZoneState(_plaqueZone, true);
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SaveManager.SetLevelFlag(LevelFlag.StreetVinesCut, true);
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await DeactivateVines();
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SaveManager.SetLevelFlag(LevelFlag.VillageStreetVinesCut, true);
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EventCoordinator.Publish(new FadeEvent(true, 0.8f));
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}
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@@ -69,9 +71,9 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
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{
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SetZoneState(_plaqueZone, vinesCut);
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SetZoneState(_gateZone, gateOpen);
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if(vinesCut)
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DeactivateVines();
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if (vinesCut)
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DeactivateVines().Forget();
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}
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private void SetZoneState(InteractZone zone, bool active)
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@@ -84,16 +86,9 @@ namespace BriarQueen.Game.Levels.ChapterOne.VillageStreet
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zone.CanvasGroup.interactable = active;
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}
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private void DeactivateVines()
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private async UniTask DeactivateVines()
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{
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var canvasGroup = _vinesZone.CanvasGroup;
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if (!canvasGroup)
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return;
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canvasGroup.alpha = 0;
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canvasGroup.blocksRaycasts = false;
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canvasGroup.interactable = false;
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await DestructionService.Destroy(_vinesZone.gameObject);
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}
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}
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}
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