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@ -3,36 +3,36 @@ using UnityEngine;
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public class MapManager : MonoBehaviour
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{
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private static MapManager instance;
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public static MapManager Instance => instance;
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[SerializeField] static List<NavPoint> _navPoints;
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public static List<NavPoint> NavPoints { get => _navPoints; private set => _navPoints = value; }
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public static Dictionary<int, NavPoint> IDToNavPoint {get; private set; }
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private static MapManager _instance;
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public static MapManager Instance => _instance;
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[SerializeField] private List<NavPoint> _navPoints;
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public List<NavPoint> NavPoints { get => _navPoints; private set => _navPoints = value; }
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public Dictionary<int, NavPoint> IDToNavPoint {get; private set; }
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private void Awake()
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{
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if (instance is null)
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instance = this;
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if (_instance is null)
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_instance = this;
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else
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{
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Destroy(gameObject);
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Debug.LogError("Only 1 Instance");
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}
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}
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private void Start()
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{
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NavPoints = new List<NavPoint>();
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var navPointSet = GameObject.Find("NavPoint Set");
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var count = navPointSet.transform.childCount;
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for (int i=0; i < count; i++)
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for (var i=0; i < count; i++)
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NavPoints.Add(navPointSet.transform.GetChild(i)
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.gameObject.GetComponent<NavPoint>());
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print(NavPoints.Count);
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NavPointSetToID();
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}
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private void NavPointSetToID()
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{
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IDToNavPoint = new Dictionary<int, NavPoint>();
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int i = 0;
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foreach (var navPoint in NavPoints)
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{
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@ -45,8 +45,8 @@ public class MapManager : MonoBehaviour
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public static void AddDeathAttributeToPoints(int startPoint, int endPoint,
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float allDistance, float remainingDistance)
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{
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var startNavPoint = IDToNavPoint[startPoint];
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var endNavPoint = IDToNavPoint[endPoint];
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var startNavPoint = _instance.IDToNavPoint[startPoint];
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var endNavPoint = _instance.IDToNavPoint[endPoint];
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float coef;
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try
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{
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