Added all the other GhostSystem Scripts
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@@ -0,0 +1,44 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DateSelector : MonoBehaviour
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{
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public int selectedYear;
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public int selectedMonth;
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public int selectedDay;
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public int selectedHour;
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public int selectedMinute;
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public void SetYear(int yearIndex)
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{
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selectedYear = yearIndex; // Achtung: ggf. +Offset je nach Dropdown-Inhalt
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}
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public void SetMonth(int monthIndex)
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{
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selectedMonth = monthIndex + 1; // Januar = 0 in Dropdown → Monat = 1
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}
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public void SetDay(int dayIndex)
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{
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selectedDay = dayIndex + 1; // 1–31
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}
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public void SetHour(int hourIndex)
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{
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selectedHour = hourIndex; // 0–23
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}
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public void SetMinute(int minuteIndex)
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{
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selectedMinute = minuteIndex; // 0–59
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}
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public DateTime selectedDateTime()
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{
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DateTime dateAndTime = new DateTime(selectedYear, selectedMonth, selectedDay, selectedHour, selectedMinute, 0, DateTimeKind.Utc);
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return dateAndTime;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5912b0e3f147f7a47b85ed9c539c7ff9
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -5,29 +6,41 @@ using UnityEngine;
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public class RoomManager : MonoBehaviour
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{
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public RoomPrefs myRoom;
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public string sceneId;
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public List<GameObject> doors;
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public List<GameObject> furnitures;
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public List<GameObject> portals;
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public List<GameObject> enemies;
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public static event Action<string> OnSceneIdReady; // um das Replay erst auszulösen, wenn die SceneId da ist, die nun über die RoomPrefs festgelegt wird.
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public void Awake()
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{
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if (!myRoom.doors && myRoom.furniture && !myRoom.portals && !myRoom.enemies) return;
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if (myRoom == null)
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{
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Debug.LogError("RoomPrefs is not assigned in RoomManager.");
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return;
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}
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//if (!myRoom.doors && myRoom.furniture && !myRoom.portals && !myRoom.enemies) return;
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if (myRoom.doors)
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{
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foreach (GameObject door in doors) door.SetActive(true);
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}
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if (!myRoom.furniture)
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{
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foreach(GameObject f in furnitures) f.SetActive(false);
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foreach (GameObject f in furnitures) f.SetActive(false);
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}
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if (myRoom.portals)
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{
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foreach(GameObject portal in portals) portal.SetActive(true);
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foreach (GameObject portal in portals) portal.SetActive(true);
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}
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if (myRoom.enemies)
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{
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foreach ( GameObject enemy in enemies) enemy.SetActive(true);
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foreach (GameObject enemy in enemies) enemy.SetActive(true);
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}
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sceneId = myRoom.sceneId;
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OnSceneIdReady?.Invoke(sceneId);
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}
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}
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}
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