prepare for stencil portals
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@@ -41,7 +41,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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private void PassToNextRoom()
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{
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if (EditorApplication.isPlaying)
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if (Engine.Instance && EditorApplication.isPlaying)
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{
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Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom());
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UpdateUI();
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@@ -50,7 +50,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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private void SkipCurrentRoom()
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{
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if (EditorApplication.isPlaying)
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if (Engine.Instance && EditorApplication.isPlaying)
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{
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Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom());
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UpdateUI();
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@@ -59,7 +59,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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private void SkipAndPass()
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{
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if (EditorApplication.isPlaying)
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if (Engine.Instance && EditorApplication.isPlaying)
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{
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Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom());
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Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom());
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@@ -69,7 +69,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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private void UpdateUI()
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{
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if (EditorApplication.isPlaying)
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if (Engine.Instance && EditorApplication.isPlaying)
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{
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if (!_registeredUpdateEvent)
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{
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@@ -82,9 +82,9 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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_registeredUpdateEvent = false;
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}
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_passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 1);
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_skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 0);
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_skipAndPassButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 0);
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_passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 1);
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_skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 0);
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_skipAndPassButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 0);
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}
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}
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#endif
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