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Proper namespaces
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@ -2,34 +2,38 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Prologue : MonoBehaviour
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namespace RhythmHeavenMania
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{
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[SerializeField] private float waitSeconds;
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public GameObject Holder;
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public GameObject pressAny;
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bool inPrologue = false;
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private void Update()
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public class Prologue : MonoBehaviour
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{
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if (Input.anyKeyDown && !inPrologue)
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[SerializeField] private float waitSeconds;
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public GameObject Holder;
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public GameObject pressAny;
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bool inPrologue = false;
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private void Update()
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{
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pressAny.SetActive(false);
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Holder.SetActive(true);
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StartCoroutine(Wait());
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inPrologue = true;
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if (Input.anyKeyDown && !inPrologue)
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{
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pressAny.SetActive(false);
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Holder.SetActive(true);
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StartCoroutine(Wait());
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inPrologue = true;
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}
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}
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IEnumerator Wait()
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{
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transform.GetChild(0).gameObject.SetActive(false);
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yield return new WaitForSeconds(1);
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transform.GetChild(0).gameObject.SetActive(true);
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yield return new WaitForSeconds(waitSeconds);
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transform.GetChild(0).gameObject.SetActive(false);
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yield return new WaitForSeconds(2);
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UnityEngine.SceneManagement.SceneManager.LoadScene(1);
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}
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}
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IEnumerator Wait()
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{
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transform.GetChild(0).gameObject.SetActive(false);
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yield return new WaitForSeconds(1);
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transform.GetChild(0).gameObject.SetActive(true);
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yield return new WaitForSeconds(waitSeconds);
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transform.GetChild(0).gameObject.SetActive(false);
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yield return new WaitForSeconds(2);
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UnityEngine.SceneManagement.SceneManager.LoadScene(1);
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}
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}
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}
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