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Assets/Scripts/MengaturSlideSetelahGempa.cs
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94
Assets/Scripts/MengaturSlideSetelahGempa.cs
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using UnityEngine;
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public class MengaturSlideSetelahGempa : MonoBehaviour
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{
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public GameObject[] slides;
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public GameObject slidePanel;
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private int currentSlide = 0;
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public PlayerBergerak1 kontrolPlayer;
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public int indexSlideUntukConfirm = 5; // 🟢 Kamu atur ini di Inspector
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private float waktuTerakhirNextSlide = -10f;
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private float delayMinimumConfirm = 0.2f;
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void Start()
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{
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ShowSlide(0);
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}
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public void ShowSlide(int index)
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{
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for (int i = 0; i < slides.Length; i++)
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slides[i].SetActive(i == index);
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currentSlide = index;
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}
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public void NextSlide()
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{
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if (currentSlide < slides.Length - 1)
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{
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ShowSlide(currentSlide + 1);
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waktuTerakhirNextSlide = Time.time;
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}
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}
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public void PrevSlide()
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{
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if (currentSlide > 0)
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ShowSlide(currentSlide - 1);
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}
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public void ConfirmSlide()
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{
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if (currentSlide != indexSlideUntukConfirm)
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{
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Debug.LogWarning("❌ ConfirmSlide dipanggil bukan pada index yang ditentukan: " + currentSlide + " ≠ " + indexSlideUntukConfirm);
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return;
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}
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if (Time.time - waktuTerakhirNextSlide < delayMinimumConfirm)
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{
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Debug.LogWarning("❌ ConfirmSlide terlalu cepat setelah NextSlide. Ditolak.");
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return;
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}
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slidePanel.SetActive(false);
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if (kontrolPlayer != null)
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kontrolPlayer.Gerak = true;
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Debug.Log("ConfirmSlide DIPANGGIL pada slide index: " + currentSlide);
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}
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void Update()
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{
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// Tombol NEXT atau CONFIRM
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if (Input.GetKeyDown(KeyCode.JoystickButton1) || Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.E))
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{
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if (currentSlide < indexSlideUntukConfirm)
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{
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NextSlide();
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}
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else if (currentSlide == indexSlideUntukConfirm && Time.time - waktuTerakhirNextSlide > delayMinimumConfirm)
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{
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ConfirmSlide();
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}
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}
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// Tombol PREV
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if (Input.GetKeyDown(KeyCode.JoystickButton0) || Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.Q))
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{
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PrevSlide();
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}
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// ENTER manual confirm
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if (Input.GetKeyDown(KeyCode.Return))
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{
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if (currentSlide == indexSlideUntukConfirm && Time.time - waktuTerakhirNextSlide > delayMinimumConfirm)
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{
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ConfirmSlide();
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}
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}
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}
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}
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