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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace Fungus
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{
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/// <summary>
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/// A singleton game object which displays a simple UI for the save system.
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/// </summary>
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public class SaveMenu : MonoBehaviour
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{
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[Tooltip("Automatically load the most recently saved game on startup")]
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[SerializeField] protected bool loadOnStart = true;
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[Tooltip("Delete the save game data from disk when player restarts the game. Useful for testing, but best switched off for release builds.")]
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[SerializeField] protected bool restartDeletesSave = false;
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[Tooltip("The CanvasGroup containing the save menu buttons")]
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[SerializeField] protected CanvasGroup saveMenuGroup;
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[Tooltip("The button which hides / displays the save menu")]
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[SerializeField] protected Button saveMenuButton;
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[Tooltip("The button which saves the save history to disk")]
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[SerializeField] protected Button saveButton;
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[Tooltip("The button which loads the save history from disk")]
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[SerializeField] protected Button loadButton;
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[Tooltip("The button which rewinds the save history to the previous save point.")]
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[SerializeField] protected Button rewindButton;
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[Tooltip("The button which fast forwards the save history to the next save point.")]
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[SerializeField] protected Button forwardButton;
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[Tooltip("The button which restarts the game.")]
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[SerializeField] protected Button restartButton;
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[Tooltip("A scrollable text field used for debugging the save data. The text field should be disabled in normal use.")]
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[SerializeField] protected ScrollRect debugView;
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protected static bool saveMenuActive = false;
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protected AudioSource clickAudioSource;
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protected LTDescr fadeTween;
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protected static SaveMenu instance;
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protected string startScene = "";
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protected virtual void Awake()
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{
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// Only one instance of SaveMenu may exist
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if (instance != null)
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{
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Destroy(gameObject);
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return;
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}
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instance = this;
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GameObject.DontDestroyOnLoad(this);
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clickAudioSource = GetComponent<AudioSource>();
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}
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protected virtual void Start()
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{
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// Assume that the first scene that contains the SaveMenu is also the scene to load on restart.
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startScene = SceneManager.GetActiveScene().name;
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if (!saveMenuActive)
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{
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saveMenuGroup.alpha = 0f;
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}
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if (loadOnStart)
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{
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveManager.SaveDataExists())
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{
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saveManager.Load();
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}
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}
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}
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protected virtual void Update()
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{
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveButton != null)
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{
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// Don't allow saving unless there's at least one save point in the history,
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// This avoids the case where you could try to load a save data with 0 save points.
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saveButton.interactable = saveManager.NumSavePoints > 0;
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}
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if (loadButton != null)
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{
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loadButton.interactable = saveManager.SaveDataExists();
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}
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if (rewindButton != null)
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{
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rewindButton.interactable = saveManager.NumSavePoints > 0;
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}
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if (forwardButton != null)
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{
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forwardButton.interactable = saveManager.NumRewoundSavePoints > 0;
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}
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if (debugView.enabled)
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{
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var debugText = debugView.GetComponentInChildren<Text>();
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if (debugText != null)
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{
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debugText.text = saveManager.GetDebugInfo();
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}
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}
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}
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protected void PlayClickSound()
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{
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if (clickAudioSource != null)
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{
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clickAudioSource.Play();
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}
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}
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#region Public methods
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/// <summary>
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/// Toggles the expanded / collapsed state of the save menu.
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/// Uses a tween to fade the menu UI in and out.
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/// </summary>
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public virtual void ToggleSaveMenu()
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{
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if (fadeTween != null)
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{
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LeanTween.cancel(fadeTween.id, true);
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fadeTween = null;
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}
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if (saveMenuActive)
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{
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// Switch menu off
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LeanTween.value(saveMenuGroup.gameObject, saveMenuGroup.alpha, 0f, 0.5f).setOnUpdate( (t) => {
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saveMenuGroup.alpha = t;
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}).setOnComplete( () => {
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saveMenuGroup.alpha = 0f;
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});
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}
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else
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{
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// Switch menu on
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LeanTween.value(saveMenuGroup.gameObject, saveMenuGroup.alpha, 1f, 0.5f).setOnUpdate( (t) => {
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saveMenuGroup.alpha = t;
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}).setOnComplete( () => {
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saveMenuGroup.alpha = 1f;
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});
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}
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saveMenuActive = !saveMenuActive;
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}
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/// <summary>
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/// Handler function called when the Save button is pressed.
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/// </summary>
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public virtual void Save()
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{
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveManager.NumSavePoints > 0)
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{
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PlayClickSound();
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saveManager.Save();
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}
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}
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/// <summary>
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/// Handler function called when the Load button is pressed.
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/// </summary>
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public virtual void Load()
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{
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveManager.SaveDataExists())
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{
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PlayClickSound();
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saveManager.Load();
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}
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}
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/// <summary>
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/// Handler function called when the Rewind button is pressed.
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/// </summary>
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public virtual void Rewind()
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{
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PlayClickSound();
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveManager.NumSavePoints > 0)
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{
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saveManager.Rewind();
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}
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}
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/// <summary>
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/// Handler function called when the Fast Forward button is pressed.
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/// </summary>
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public virtual void FastForward()
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{
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PlayClickSound();
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var saveManager = FungusManager.Instance.SaveManager;
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if (saveManager.NumRewoundSavePoints > 0)
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{
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saveManager.FastForward();
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}
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}
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/// <summary>
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/// Handler function called when the Restart button is pressed.
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/// </summary>
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public virtual void Restart()
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{
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if (string.IsNullOrEmpty(startScene))
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{
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Debug.LogError("No start scene specified");
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return;
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}
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PlayClickSound();
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// Reset the Save History for a new game
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var saveManager = FungusManager.Instance.SaveManager;
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saveManager.ClearHistory();
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if (restartDeletesSave)
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{
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saveManager.Delete();
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}
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SceneManager.LoadScene(startScene);
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}
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#endregion
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}
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}
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