Cleaned Scripts, added comments, added end scene
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m_geometrySortingOrder: 0
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m_IsTextObjectScaleStatic: 0
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m_VertexBufferAutoSizeReduction: 0
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m_useMaxVisibleDescender: 1
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: -51.394997}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_baseMaterial: {fileID: 0}
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m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
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--- !u!222 &1566043035
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1566043032}
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m_CullTransparentMesh: 1
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--- !u!1 &1570418470
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GameObject:
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m_ObjectHideFlags: 0
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@@ -10703,6 +10874,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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output: {fileID: 1797910565}
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instruction: {fileID: 0}
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recorder: {fileID: 2089505615}
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loadingScreen: {fileID: 1815111294}
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canvas: {fileID: 304632835}
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@@ -11542,7 +11714,7 @@ MonoBehaviour:
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m_fontSizeMax: 72
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m_fontStyle: 0
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m_VerticalAlignment: 1024
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m_characterSpacing: 0
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m_wordSpacing: 0
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@@ -12111,8 +12283,8 @@ MonoBehaviour:
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m_faceColor:
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serializedVersion: 2
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rgba: 4294967295
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m_fontSize: 24
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m_fontSizeBase: 24
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m_fontSize: 20
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m_fontSizeBase: 20
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_fontSizeMin: 18
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@@ -0,0 +1,19 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 52a5761204929f34abe1c66ab2876c93, type: 3}
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m_Name: End
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m_EditorClassIdentifier:
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sceneId: End
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doors: 0
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furniture: 0
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portals: 0
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enemies: 0
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@@ -0,0 +1,8 @@
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -43,14 +43,12 @@ namespace GhostSystem
|
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{
|
||||
SupabaseManager.OnSuperbaseReady += HandleSupabaseReady;
|
||||
RoomManager.OnSceneIdReady += HandleSceneIdReady;
|
||||
//StopRecordingTrigger.OnRecordStop += HandleRecordStop;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
SupabaseManager.OnSuperbaseReady -= HandleSupabaseReady;
|
||||
RoomManager.OnSceneIdReady -= HandleSceneIdReady;
|
||||
//StopRecordingTrigger.OnRecordStop -= HandleRecordStop;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -83,15 +81,9 @@ namespace GhostSystem
|
||||
doorCount++;
|
||||
}
|
||||
}
|
||||
//StartRecording();
|
||||
}
|
||||
}
|
||||
|
||||
/*private void HandleRecordStop()
|
||||
{
|
||||
StopRecording();
|
||||
}*/
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isRecording) return;
|
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@@ -105,6 +97,7 @@ namespace GhostSystem
|
||||
RecordSample();
|
||||
}
|
||||
|
||||
// Würde genutzt werden, um live in die Datenbank hochzuladen.
|
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/*if (_frameBuffer.Count >= BatchSize || _flushTimer >= FlushInterval)
|
||||
{
|
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_flushTimer = 0f;
|
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@@ -121,7 +114,7 @@ namespace GhostSystem
|
||||
}
|
||||
}
|
||||
|
||||
private async UniTaskVoid FlushBatchAsync()
|
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private async UniTaskVoid FlushBatchAsync() // Die eigentliche Methode zum Hochladen eines Batches/leeren des Buffers.
|
||||
{
|
||||
if (_frameBuffer.Count == 0 || !supabaseReady) return;
|
||||
|
||||
@@ -131,13 +124,13 @@ namespace GhostSystem
|
||||
|
||||
try
|
||||
{
|
||||
var response = await SupabaseManager.instance.supabase.From<FrameModel>().Insert(batch);
|
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var response = await SupabaseManager.instance.supabase.From<FrameModel>().Insert(batch); // Versucht, den Batch an Superbase hochzuladen
|
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if (!response.ResponseMessage.IsSuccessStatusCode)
|
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{
|
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Debug.LogWarning($"Batch insert failed: {response.ResponseMessage.StatusCode}, fallback to offline.");
|
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await FallbackToOfflineAsync(batch);
|
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}
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if(response.ResponseMessage.IsSuccessStatusCode && sceneIdReady)
|
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if (response.ResponseMessage.IsSuccessStatusCode && sceneIdReady) // Löst Action aus, wenn der Upload geklappt hat und die neue Szene geladen ist.
|
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{
|
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OnUploadFinished?.Invoke();
|
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Debug.Log("Upload Finished");
|
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@@ -147,13 +140,13 @@ namespace GhostSystem
|
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catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Insert failed, fallback to offline: {ex.Message}");
|
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await FallbackToOfflineAsync(batch);
|
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OnUploadFinished?.Invoke();
|
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await FallbackToOfflineAsync(batch); // Bei nicht erfolgtem Upload wird der Batch lokal gescpeichert.
|
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OnUploadFinished?.Invoke(); // Die Action für das Ende des Ladescreens wird trotzdem ausgelöst.
|
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Debug.Log("Upload Finished");
|
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}
|
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}
|
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|
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private async UniTask FallbackToOfflineAsync(List<FrameModel> batch)
|
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private async UniTask FallbackToOfflineAsync(List<FrameModel> batch) // Schreibt den Buffer in eine Datei, falls Upload nicht möglich
|
||||
{
|
||||
try
|
||||
{
|
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@@ -193,10 +186,9 @@ namespace GhostSystem
|
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doorCount = 0;
|
||||
}
|
||||
|
||||
public void Flush()
|
||||
public void Flush() // Manueller Flush
|
||||
{
|
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_flushTimer = 0f;
|
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//FlushBatchAsync();
|
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_ = FlushBatchAsync(); // Fire and forget
|
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}
|
||||
}
|
||||
|
||||
@@ -3,14 +3,18 @@ using UnityEngine;
|
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using UnityEngine.SceneManagement;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.UI;
|
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|
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public class FlushAndLoad : MonoBehaviour
|
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{
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public TMP_Text output;
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public TMP_Text instruction;
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public GhostRecorderBatch recorder;
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public GameObject loadingScreen;
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public GameObject canvas;
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|
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private string sceneId;
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|
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private void OnEnable()
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{
|
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GhostRecorderBatch.OnUploadFinished += HandleUploadFinished;
|
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@@ -34,13 +38,17 @@ public class FlushAndLoad : MonoBehaviour
|
||||
{
|
||||
if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger))
|
||||
{
|
||||
output.text = "Flush...";
|
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loadingScreen.SetActive(true);
|
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canvas.SetActive(false);
|
||||
|
||||
recorder.Flush();
|
||||
GetComponent<SceneLoader>().NewRoom();
|
||||
if (sceneId == "End") Application.Quit();
|
||||
else
|
||||
{
|
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output.text = "Flush...";
|
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loadingScreen.SetActive(true);
|
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canvas.SetActive(false);
|
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|
||||
recorder.Flush();
|
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GetComponent<SceneLoader>().NewRoom();
|
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}
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|
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}
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}
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@@ -48,10 +56,18 @@ public class FlushAndLoad : MonoBehaviour
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{
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loadingScreen.SetActive(false);
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output.text = "";
|
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|
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if (sceneId == "End")
|
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{
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output.text = "Durchlauf beendet.";
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instruction.text = "Drücke den rechten Trigger, um die Anwendung zu beenden.";
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canvas.SetActive(true);
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}
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}
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private void HandleSceneIdReady(string id, List<GameObject> doors)
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{
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sceneId = id;
|
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if (id == "Room1")
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{
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loadingScreen.SetActive(false);
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@@ -52,7 +52,7 @@ public class SceneLoader : MonoBehaviour
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LoadNewRoom();
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}
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|
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private async UniTaskVoid LoadNewRoom()
|
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private async UniTaskVoid LoadNewRoom() // Aktuelle Methode zum Laden von Szenen
|
||||
{
|
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int sceneCount = SceneManager.sceneCount;
|
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|
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@@ -65,7 +65,15 @@ public class SceneLoader : MonoBehaviour
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await SceneManager.UnloadSceneAsync(myScene);
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}
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}
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await SceneManager.LoadSceneAsync(currentScene + 1, LoadSceneMode.Additive);
|
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Debug.Log("Loaded Room " + currentScene + 1);
|
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if (currentScene == SceneManager.sceneCountInBuildSettings-1)
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{
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await SceneManager.LoadSceneAsync(baseSceneIndex); // Lädt die Basis-Szene komplett neu, falls vorherige Szene die letzte war.
|
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}
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else
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{
|
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await SceneManager.LoadSceneAsync(currentScene + 1, LoadSceneMode.Additive); // Lädt die nächste Szene additiv
|
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Debug.Log("Loaded Room " + (currentScene + 1));
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}
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}
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}
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@@ -71,6 +71,9 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/_Scenes/CQB/Room 12.unity
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guid: 183ff68200b7fb8498ca55bf95de872c
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- enabled: 1
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path: Assets/_Scenes/CQB/End.unity
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guid: 1aa1485b0239d5943aaca87a1154ad67
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m_configObjects:
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Unity.XR.Oculus.Settings: {fileID: 11400000, guid: 734f15aa67f6c994aabd946b919ab4ea,
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type: 2}
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Reference in New Issue
Block a user