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Add the ability to sleep on a bed anytime
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@ -62,7 +62,9 @@ public class Child : MonoBehaviour
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private bool IsGrounded()
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private bool IsGrounded()
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{
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{
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Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Ground"));
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int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
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Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
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return colliders.Length > 0;
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return colliders.Length > 0;
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}
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}
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@ -87,12 +89,21 @@ public class Child : MonoBehaviour
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{
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{
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_isSleeping = IsOnBed();
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_isSleeping = IsOnBed();
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// Temporary (only for visual cue until we get the animation)
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if (_isSleeping)
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{
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transform.localEulerAngles = new Vector3(90f, transform.localEulerAngles.y, transform.localEulerAngles.z);
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}
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return _isSleeping;
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return _isSleeping;
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}
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}
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public void WakeUp()
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public void WakeUp()
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{
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{
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_isSleeping = false;
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_isSleeping = false;
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// Temporary (only for visual cue until we get the animation)
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transform.localEulerAngles = new Vector3(0f, transform.localEulerAngles.y, transform.localEulerAngles.z);
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}
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}
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private bool IsOnBed()
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private bool IsOnBed()
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@ -60,10 +60,12 @@ public class ChildController : MonoBehaviour
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if (input.Actions.Contains("Sleep") && _child.Sleep())
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if (input.Actions.Contains("Sleep") && _child.Sleep())
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{
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{
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Debug.Log("SLEEPING");
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InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
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InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
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}
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}
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else if (input.Actions.Contains("WakeUp"))
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else if (input.Actions.Contains("WakeUp"))
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{
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{
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Debug.Log("AWAKE");
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_child.WakeUp();
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_child.WakeUp();
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InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
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InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
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}
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}
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