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GameManager
The GameManager keeps track of the player's progress and the state of the simulation throughout the application, and can be a convenient place for other scripts to get relevant information/components of the player and game. It was originally created for the Fish Factory scenario, but has since been expanded and is used in all scenes, for example for setting the player's position when traveling from one scene to another. Some important things to note:
- The GameManager is a Singleton, meaning that only one instance of the GameManager can exist at any given time.
- The GameManager should be present in every scene, and should not be destroyed when loading a new scene to ensure persistence of the player's progress.
- The GameManager is connected to the AudioManager object in every scene to play sound effects. The AudioManager prefab should therefore be present in every scene.
- The GameManager will dynamically find the AudioManager object in the scene, as well as the game objects for the player's hands, to ensure that the player's gloves are set correctly.
Authors:
Trym Lund Flogard
Emil Aron Andresen Mathiesen
Tor Jacob Neple
Quynh-Lan Nguyen Pham
Markus Aleksander Råkil Johansen
Jon Pape Hallem
Herman Sætre
Mikkel Emil Lange Friis
Peter Olai Johnsen
The reception scene is the first scene the player will find themselves in after the application has started. It serves as a central hub between the different work place scenarios.
The fish laboratory is a subsystem of blue-sector, which runs a simulation of tasks related to analysing the health of the salmon population in a fish farm.
The fish factory is a subsystem of blue-sector, which runs a simulation of several tasks at a farmed Atlantic salmon processing facility.
Fish feeding is a subsystem of blue-sector, which runs a simulation of feeding salmon in a fish farming facility.
This section is related to the improvements to the NPC AI functionality and the connecting system that it now works with.