264 lines
6.7 KiB
C#
264 lines
6.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MainHouseGameManager : MonoBehaviour
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{
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private static MainHouseGameManager _instance;
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public static MainHouseGameManager GetInstance() { return _instance; }
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public GameObject triggers;
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private RoomTrigger _roomTrigger;
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public int roomDetection;
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#region Office
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[SerializeField] private GameObject _ghostRevealHall;
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[SerializeField] private GameObject _basementWallMissing;
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[SerializeField] private GameObject _bloodTracks;
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#endregion
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void Awake()
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{
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if (!_instance)
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{
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_instance = this;
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}
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}
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void Start()
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{
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_roomTrigger = triggers.GetComponent<RoomTrigger>();
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}
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public enum StoryLine
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{
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Phase1,
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Phase2,
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Phase3
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}
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public StoryLine story = StoryLine.Phase1;
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private void Update()
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{
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Story();
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}
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public void Story()
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{
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HouseStorylineRooms();
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switch (story)
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{
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case StoryLine.Phase1:
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if (roomState == RoomsState.Office)
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{
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GameManagerEarly.GetInstance().DoAction = false;
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Debug.Log("Paixnidaki itan, pire mono 210919023p9901409 ores");
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//EventTriggerManager.GetInstance().DoEventTriggerOffice_afterExaminedThePaper = true;
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Debug.Log("Whhhere is the blood?");
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GameObject eventTrigger = GameObject.Find("EventTrigger (DoAction Phase1)");
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eventTrigger.GetComponent<EventTrigger>().Invoke();
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}
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break;
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case StoryLine.Phase2:
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MedeaDemonicEnemyBehaviour.GetInstance()._medeaAI.gameObject.SetActive(true);
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if (!MedeaDemonicEnemyBehaviour.GetInstance().IsAlerted() && !EventTriggerManager.GetInstance().DoEventTriggerHouse_Phase2)
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{
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EventTriggerManager.GetInstance().DoEventTriggerHouse_Phase2 = true;
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Debug.Log("CloseLights");
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ManageLightSwitchesInScene.GetInstance().TurnOffAllLights();
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//if lights are closed
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GameObject triggerEvent = GameObject.Find("EventTrigger (OpenCandles & Open door)");
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triggerEvent.GetComponent<EventTrigger>().Invoke();
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story = StoryLine.Phase3;
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}
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break;
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case StoryLine.Phase3:
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Debug.Log("TO MOXLOOOOO");
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_ghostRevealHall.SetActive(false);
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_basementWallMissing.SetActive(true);
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break;
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}
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}
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public void HouseStorylineRooms()
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{
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switch (roomState)
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{
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case RoomsState.Default:
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break;
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case RoomsState.LaundryRoom:
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break;
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case RoomsState.RoomToBasement:
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break;
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case RoomsState.LivingRoom:
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break;
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case RoomsState.Office:
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Debug.Log("ITS BRITNEY BITXH");
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//_bloodTracks.SetActive(true);
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break;
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case RoomsState.Kitchen:
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break;
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case RoomsState.Hall:
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break;
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case RoomsState.DiningRoom:
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break;
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case RoomsState.Entrance:
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break;
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case RoomsState.HallwayMainFloor:
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break;
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case RoomsState.Entertainment:
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break;
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case RoomsState.Bathroom:
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break;
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case RoomsState.GirlsBedroom:
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//MainHouseDoorManager.GetInstance().CloseDoor(12, 1, 100);
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//MainHouseDoorManager.GetInstance().LockDoor(12, 1);
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break;
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case RoomsState.ParentsRoom:
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break;
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case RoomsState.BroomRoom:
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break;
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case RoomsState.IDKroom:
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break;
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case RoomsState.Basement:
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break;
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case RoomsState.FirstFloorHallway:
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break;
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default:
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break;
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}
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}
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public RoomsState roomState = RoomsState.Entrance;
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public enum RoomsState
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{
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#region MainFloor
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Default,
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LaundryRoom,
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RoomToBasement,
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LivingRoom,
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Office,
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Kitchen,
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Hall,
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DiningRoom,
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Entrance,
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HallwayMainFloor,
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Entertainment,
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Bathroom,
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#endregion
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#region FirstFloor
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GirlsBedroom,
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ParentsRoom,
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BroomRoom,
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IDKroom,
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FirstFloorHallway,
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#endregion
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Basement
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}
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#region Junk
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//public void RoomDetection()
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//{
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// roomDetection = _roomTrigger.playersCurrentRoomID;
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// switch (roomDetection)
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// {
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// case 1:
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// roomState = RoomsState.LaundryRoom;
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// break;
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// case 2:
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// roomState = RoomsState.RoomToBasement;
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// break;
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// case 3:
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// roomState = RoomsState.LivingRoom;
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// break;
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// case 4:
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// roomState = RoomsState.Office;
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// Debug.Log("IAMHEREBITCHES");
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// break;
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// case 5:
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// roomState = RoomsState.Kitchen;
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// break;
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// case 6:
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// roomState = RoomsState.Hall;
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// break;
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// case 7:
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// roomState = RoomsState.DiningRoom;
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// break;
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// case 8:
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// roomState = RoomsState.Entrance;
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// break;
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// case 9:
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// roomState = RoomsState.HallwayMainFloor;
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// break;
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// case 10:
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// roomState = RoomsState.Entertainment;
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// break;
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// case 11:
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// roomState = RoomsState.Bathroom;
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// break;
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// case 12:
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// roomState = RoomsState.GirlsBedroom;
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// break;
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// case 13:
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// roomState = roomState = RoomsState.ParentsRoom;
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// break;
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// case 14:
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// roomState = RoomsState.BroomRoom;
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// break;
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// case 15:
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// roomState = RoomsState.IDKroom;
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// break;
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// case 16:
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// roomState = RoomsState.DefinedPath;
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// break;
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// case 17:
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// roomState = RoomsState.FirstFloorHallway;
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// break;
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// }
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//}
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#endregion
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}
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