︎︎︎ Where Turtles Fly



Tags :
︎ PC Game

Status :
︎ In development 

Role :
Game Programmer


︎ Collaboration with Andre Zakhya
︎ 2020 07


︎ Teaser

*the name of the project changed from “Sorry I drowned” to “Where Turtles Fly” before the teaser release. 



︎ Project Breakdown


. “ Where Turtles Fly ” is a PC Stealth Game Demo composed of 4 levels

. the architecture of the game aims to be scalable

the Demo is built with Unity HDRP and includes :

. state machine (game states)
. state machine (animation)
. save and load 
. complex character controller with multiple abilities 

. inventory 
. GUI work 
. cinematic camera 

. particles systems 
. shadergraph / VFX graph behaviours 
. dynamic meshes

︎︎︎ UML Diagram 
︎ Cinematic Direction


. before of the making of the game preceded a conceptual design phase where the artist exposed his intent and the game has been conceived as a cinematic sequence 



︎︎︎ Visual Flow Chart Diagram
︎

. Early Prototype  Demo :  Game loop




︎ Character abilities


. the main character in the game has a wide range of abilities to be performed in the same scenes

. abilities are regulated through the mecanim system and successively retrieved and directed from the manager class
︎︎︎ Using the State Manager and the Mecanim Animation System
︎ Shared Code Sample :
Character Climb


the character player inspector holds the following

. animator 
. capsule Collider 
. InputManager
. StateManager 

(Handled mostly separately)
. climbing behavior 
. climbing events 

. InventoryPlayerManager

. the samples at the side focus on the climbing feature that is predominant in the third level of the game

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

namespace SorryIDrowned.Climber
{
    public class Climb : MonoBehaviour
    {
        #region VARIABLES 
        // public variables 
        [Header("References")]
        [Tooltip("Animator")]
        public Animator animator;
        [Tooltip("Is the character climbing")]
        public bool isClimbing;
        [Tooltip("Is the character position offset")]
        public float positionOffset = 0.4f;
        [Tooltip("How far from wall the character climbs")]
        public float offsetFromWall = 0.3f;
        [Tooltip("The speed multiplier of the climbing character ")]
        public float speedClimbMultiplier = 0.2f;
        [Tooltip("The speed of the climbing character ")]
        public float speedClimb = 3f;
        [Tooltip("The speed which the climbing character rotates ")]
        public float speedClimbRotate = 5f;

        // private variables 

        // is the character in position ?
        bool inPosition;
        // is the character lerping ?
        bool isLerping;
        // tracking cycle of the climbing - counter 
        float cycle;
        // tracking time in relation to the cycle 
        float timeCycle;
        // starting position 
        Vector3 startingPosition;
        // target position 
        Vector3 targetPosition;
        // starting rotation
        Vector3 startingRotation;
        // target rotation
        Vector3 targetRotation;
        // orientation prediction 
        Transform orientPosition;
        #endregion
        //
        #region MAIN METHODS 
        // Start is called before the first frame update
        void Start()
        {
            Initialize();
        }

        public void Update()
        {
            timeCycle = Time.deltaTime;
            ClimbCycle(timeCycle);
        }
        #endregion
        //
        #region FUNCTIONS 
        /// <summary>
        /// the real climb cycle called in update 
        /// </summary>
        public void ClimbCycle(float delta)
        {
            if (!inPosition)
            {
                GetPosition();
                return;
            }
            // once we are in position correctly 
            // we need to check if we are lerping 
            if (!isLerping)
            {
                // resposible of finding the target position we want to go
                // get the input values 
                float horizontal = Input.GetAxis("Horizontal");
                float vertical = Input.GetAxis("Vertical");
                float moveAmount = Mathf.Abs(horizontal) + Mathf.Abs(vertical);
                // find a position based on the current input 
                Vector3 positionHorizontal = orientPosition.right * horizontal;
                Vector3 positionVertical = orientPosition.up * vertical;
                // normalized moving direction as result
                Vector3 moveDirection = (positionHorizontal + positionVertical).normalized;
                // can we move in that direction or not
                bool canMove = CanMove(moveDirection);
                if (!canMove || moveDirection == Vector3.zero)
                    return;
                // if we can move 
                cycle = 0;
                isLerping = true;
                startingPosition = transform.position;
                // set the new target position 
                targetPosition = orientPosition.position;

            }
            else
            {
                // this section execute the movement from one point to another one 
                cycle += timeCycle * speedClimb;
                if (cycle >1)
                {
                    cycle = 1;
                    isLerping = false;
                }
                Vector3 climbPosition = Vector3.Lerp(startingPosition, targetPosition, cycle);
                transform.position = climbPosition;
                transform.rotation = Quaternion.Slerp(transform.rotation, orientPosition.rotation, cycle * speedClimbRotate);
            }
        }
        /// <summary>
        /// finds out if you can move or not 
        /// this works detecting solid around you as a character 
        /// </summary>
        bool CanMove (Vector3 movingDirection)
        {
            // a new starting reference 
            Vector3 origin = transform.position;
            // calculate a direction reference 
            Vector3 direction = movingDirection;
            // calculate a distance reference  
            float distance = positionOffset;
            // use them to calculate a ray
            RaycastHit hit;
            // LEFT-AND-RIGHT
            //
            // raycast forward 
            if (Physics.Raycast(origin, direction, out hit, distance))
            {
                return false;
            }
            // create a new origin 
            origin +=  movingDirection * distance;
            direction = orientPosition.forward;
            // FRONT-AND-BACK
            //
            float distanceForward = 0.5f;
            if (Physics.Raycast(origin, direction, out hit, distance))
            {
                // get the straight raycast and orient toward that direction
                orientPosition.position = TargetPositionWithOffset(origin, hit.point);
                orientPosition.rotation = Quaternion.LookRotation(-hit.normal);
                return true;
            }
            // if before we where checking where to move and if we could move 
            // this section target specifcially the motion through corners 
            origin += direction * distanceForward;
            direction = -Vector3.up;
            // UP-AND-DOWN
            //
            if (Physics.Raycast(origin, direction, out hit, distanceForward))
            {
                // get the straight raycast and orient toward that direction
                // find angle between orient position and normal hit 
                float angle = Vector3.Angle(orientPosition.up, hit.normal);
                if (angle < 50)
                {
                    // get the straight raycast and orient toward that direction
                    orientPosition.position = TargetPositionWithOffset(origin, hit.point);
                    orientPosition.rotation = Quaternion.LookRotation(-hit.normal);
                    return true;
                }
            }
                return false;
        }
        /// <summary>
        /// finds the surface to climb 
        /// </summary>
        public void CheckForClimbingSurface()
        {
            // starting from our position 
            Vector3 origin = transform.position;
            // lift it up some 
            origin.y += 1.5f;
            // check frontal direction 
            Vector3 direction = transform.forward;
            RaycastHit hit;
            // check if we are hitting something - climbing position 
            if (Physics.Raycast (origin,direction, out hit, 1))
            {
                orientPosition.position = TargetPositionWithOffset(origin, hit.point);
                ClimbingInitialization(hit);
            }
        }
        // initializes the climbing with raycast 
        void ClimbingInitialization (RaycastHit hit)
        {
            // set the condition 
            isClimbing = true;
            // setting up the orientation 
            // it gets the opposite normal of the one we just hit 
            orientPosition.transform.rotation = Quaternion.LookRotation(-hit.normal);
            // set the starting and target position 
            startingPosition = transform.position;
            // https://docs.unity3d.com/ScriptReference/RaycastHit-point.html
            // apply a force to a rigidbody in the Scene at the point
            targetPosition = hit.point + (hit.normal * offsetFromWall);
            // reset cycle 
            cycle = 0;
            // stil not in position 
            inPosition = false;
            // crossfade current animation with climb
            animator.CrossFade("climb",2);

        }
        /// <summary>
        /// creates a reference for helping the orientation of the character 
        /// </summary>
        public void Initialize()
        {
            // create a gameobject that coordinate the orientation 
            // of the climber 
            orientPosition = new GameObject().transform;
            orientPosition.name = "orientPosition";

            CheckForClimbingSurface();
        }
        /// <summary>
        /// get the initial position 
        /// </summary>
        void GetPosition()
        {
            // starts the cycle 
            cycle += timeCycle;

            if (cycle > 1)
            {
                cycle = 1;
                // set the climber in position 
                inPosition = true;
                // enable the Inverse Kinematics 
            }
            // find the coordinate of the target position
            Vector3 findTargetPosition = Vector3.Lerp(startingPosition, targetPosition, cycle);
            // align the new position
            transform.position = findTargetPosition;
            // 
            transform.rotation = Quaternion.Slerp(transform.rotation, orientPosition.rotation, cycle * speedClimbRotate);
        }
        /// <summary>
        /// finds the target position also including the offset 
        /// </summary>
        Vector3 TargetPositionWithOffset(Vector3 originPos, Vector3 targetPos)
        {
            Vector3 direction = originPos = targetPos;
            direction.Normalize();
            Vector3 offset = direction * offsetFromWall;
            return targetPos + offset;
        }
        #endregion
    }
}
︎ VFX Graph : PointClouds workflow

Before Unity 

. the pointcloud file need to have vertex informations. .ply files are good

. Pointcloud to Mesh in Mesh Lab

In Unity

. convert .dae file as pCache

. plug the file in the component using position and map info
︎︎︎ VFX Graph point cloud : Workflow
︎

. VFX Graph  Demo :  PointCloud






︎ VFX Graph : Drones

︎ The goal for this effect is spawning a large amount of mesh-particles that can collide with a set collider in the scene

. as July 2020, VFX Graph is still in the development phase. Physics - collision events are not available retrievable from the graph 

. a workaround for this limitation has been merging two systems of flocks, one GPU based and one CPU based



︎︎︎ VFX Graph point cloud : Workflow
︎

. CPU + GPU flock demo :  Drones





︎ Shared Code Sample  :
Drone’s attack
[fockObject]

. the behavior that regulates the motion of the drone’s group is inspired by conventional flock behaviors, but with some tweaks

. specifically the major change comes down to location of the goal position of the flock and the attacking behavior

. there are two scripts, one attached to every flocking object and one manager that organizes them
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using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityStandardAssets.Utility;

public class FlockObject : MonoBehaviour
{
    #region VARIABLES
    // the average direction that the object is headed to 
    Vector3 averageHeading;
    // the average position that the object has
    Vector3 averagePosition;
    // reference to the manager 
    FlockManager manager;
    // counter reference
    private float timeCount = 0.0f;
    // object speed
    private float speed;
    // bool to track the turn motion
    bool turning;
    // bool to attack target
    bool attacking;
    // number of frames to completely interpolate between the 2 positions
    public int interpolationFramesCount = 45;
    int elapsedFrames = 0;
    #endregion

    #region MAIN METHODS
    void Start()
    {
        // assigning references
        manager = GameObject.FindGameObjectWithTag("DroneManager").GetComponent<FlockManager>();
        attacking = manager.attack;
    }

    void Update()
    {
        // Ccheck the bool in the manager
        attacking = manager.attack;
        if (attacking)
        {
            Debug.Log("attack");
            // Define a target position above and behind the target transform
            float step = manager.speedAttack * Time.deltaTime;
            transform.position = Vector3.MoveTowards(transform.position, manager.goalPos.position, step);
        }
        else
        {
            // define the turning state 
            if (Vector3.Distance(transform.position, manager.goalPos.position) >= manager.boundSize)
            {
                turning = true;
            }
            else
            {
                turning = false;
            }
            if (turning)
            {
                // define rotation
                Vector3 direction = manager.goalPos.position - transform.position;
                direction.y = 0;
                transform.rotation = Quaternion.Slerp(transform.rotation,
                Quaternion.LookRotation(direction),
                manager.rotationSpeed * Time.deltaTime);
                //
            }
            else
            {
                if (Random.Range(0, manager.flockingRate) < 1)
                {
                    FlockRules();
                }
                transform.Translate(0, 0, Time.deltaTime * manager.speed);
            }
            transform.Translate(0, 0, Time.deltaTime * manager.speed);
        }


    }
    #endregion

    #region DEFINE BEHAVIOR 
    void FlockRules()
    {
        // get the "flockers"
        GameObject[] gos;
        gos = manager.allPrefab; 
        // set initially 
        // get reference for center of the flocking group 
        Vector3 vCenter = manager.goalPos.position;
        // avoiding neighbours
        Vector3 vAvoid = manager.goalPos.position;
        // get group speed
        float gSpeed = manager.groupSpeed;
        // get goal position
        Vector3 goalPos = manager.goalPos.position;
        // 
        float dist;
        // 
        int groupSize = 0;

        foreach (GameObject go in gos)
        {
            // we are looking at other flockers - not us 
            if (go != this.gameObject)
            {
                // distance between us and them
                dist = Vector3.Distance(go.transform.position, this.transform.position);
                // if we are close enough - we flock 
                if (dist <= manager.neighbourDistance)
                {
                    // average center of the group defined 
                    vCenter += go.transform.position;
                    groupSize++;
                    // if the distance is less than avoidance we are about to collide 
                    if (dist < manager.neighbourAvoidance)
                    {
                        // let's avoid 
                        vAvoid = vAvoid + (this.transform.position - go.transform.position);
                    }
                    // increase velocity in our total speed and set an average 
                    gSpeed = gSpeed + manager.speed;
                }
            }
        }
        // if the fish is in a group 
        if (groupSize > 0)
        {
            // calculate average center of group 
            vCenter = vCenter / groupSize + (goalPos - this.transform.position);
            // calculate average speed of group 
            gSpeed = gSpeed / groupSize;
            // use the center of the group - add the vector away from anybody we could hit 
            // minus our position 
            // it gives s the direction we need to turn into
            Vector3 direction = (vCenter + vAvoid) - transform.position;
            // if direction is no zero 
            if (direction != Vector3.zero)
            {
                // change direction - rotate 
                transform.rotation = Quaternion.Slerp(
                     transform.rotation,
                     Quaternion.LookRotation(direction),
                     manager.rotationSpeed * Time.deltaTime);
            }
        }
    }
    #endregion
}
︎ Code Sample  :
Drone’s attack
[fockManager]




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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FlockManager : MonoBehaviour
{

    #region VARIABLES 
    [Tooltip("Prefab that is flocking")]
    public GameObject Prefab;
    [Tooltip("How many prefabs are flocking ?")]
    public static int numPrefab = 200;
    [Tooltip("Bounding box size containing the flocking objects")]
    public int boundSize;
    [Tooltip("The perpetual goal position for the flocking elements")]
    public Transform goalPos;
    // associated externally
    [Tooltip("Speed of the flocking object")]
    public float speed = 0.002f;
    [Tooltip("Rotation Speed of the flocking object")]
    public float rotationSpeed = 4.0f;
    [Tooltip("Neighbour distance for flocking")]
    public float neighbourDistance = 3.0f;
    [Tooltip("Neighbour threeshold for Avoidance")]
    public float neighbourAvoidance = 1.0f;
    [Tooltip("How often is flocking")]
    public float flockingRate = 5.0f;
    [Tooltip("The speed which the group runs, if not used Range")]
    public float groupSpeed = 0.1f;
    [Tooltip("MinSpeedValue")]
    public float speedRangeLow = 1f;
    [Tooltip("MaxSpeedValue")]
    public float speedRangeHigh = 5f;
    // Drone attack section
    [Tooltip("AttackTime01")]
    public float attackTime1 = 2f;
    [Tooltip("AttackTime02")]
    public float attackTime2 = 20f;
    [Tooltip("Speed Attack")]
    public float speedAttack = 20f;
    [Tooltip("Attack?")]
    public bool attack;
    // Keeping track of all the objects 
    [Tooltip("List Of all teh objects")]
    public GameObject[] allPrefab = new GameObject[numPrefab];
    #endregion


    #region MAIN METHODS 
    void Start()
    {
        // starts a counter that keeps track when the drone prefabs 
        // should be attacking 
        StartCoroutine(AttackTiming());
        // define the speed as a range of values 
        speed = Random.Range(speedRangeLow, speedRangeHigh);
        // for now set the attack on false 
        attack = false;
        // 
        for (int i = 0; i < numPrefab; i++)
        {
            // setting the area where the drone flock is performing 
            Vector3 pos = new Vector3(Random.Range(-boundSize, boundSize),
                Random.Range(-boundSize, boundSize),
                Random.Range(-boundSize, boundSize));
            // instantiate the prefabs in those random pos 
            allPrefab[i] = (GameObject)Instantiate(Prefab, pos, Quaternion.identity);
        }

    }

    void Update()
    {
        // do not update always 
        if (Random.Range(0, 100000) < 50)
        {
            goalPos.position = new Vector3(Random.Range(-boundSize, boundSize),
            Random.Range(-boundSize, boundSize),
            Random.Range(-boundSize, boundSize));
        }
    }
    #endregion

    #region COROUTINES
    // the coroutine defining the attack 
    IEnumerator AttackTiming()
    {
        attack = false;
        yield return new WaitForSeconds(attackTime1);
        attack = true;
        yield return new WaitForSeconds(0.3f);
        attack = false;
        yield return new WaitForSeconds(attackTime2);
        StartCoroutine(AttackTiming());
    }
    #endregion
}
︎

. Game-Demo Footages 








︎︎︎ 07.01.2020
︎ Shared Code Sample  :
Game Manager Structure


. the manager is easily accessible and a lot of elements can be interchanged by the designer.  
. game manager sample structure 
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using System.Collections;
using System.Collections.Generic;
using UnityEditor.PackageManager;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.Video;

// note
// GameManager.cs. handles the addiction and subtractions of scenes in relation with the
// advancing of the game / level 
namespace SorryIDrowned.Managers
{
    public class ManagerUpdate : Singleton<GameManager>
    {
        #region VARIABLES 
        // setting up a generic delegate type might be better eventually 
        public static GameManager Instance
        {
            get;
            private set;
        }
        [Header("Booleans")]
        // set up the pause / not pause bool 
        [Tooltip("Check if Game is Paused")]
        public bool GameIsPaused = false;
        [SerializeField]
        private bool gameIsPaused = false;
        public bool GameIsPaused
        {
            get => gameIsPaused;
            //
            private set
            {
                //
                if (gameIsPaused != value)
                    OnGameIsPausedSwitched?.Invoke();
                //
                gameIsPaused = value;
            }
        }
        public delegate void OnGameIsPausedSwitchedMethod();
        public OnGameIsPausedSwitchedMethod OnGameIsPausedSwitched { get; set; }
        // set up the Gameplay / not Gameplay bool 
        [Tooltip("Check if Game is Gameplay")]
        public bool GameIsGameplay = false;
        [SerializeField]
        private bool gameIsGameplay = false;
        public bool GameIsGameplay
        {
            get => gameIsGameplay;
            //
            private set
            {
                //
                if (gameIsGameplay != value)
                    OnGameIsGameplaySwitched?.Invoke();
                //
                gameIsGameplay = value;
            }
        }
        public delegate void OnGameIsGameplaySwitchedMethod();
        public OnGameIsGameplaySwitchedMethod OnGameIsGameplaySwitched { get; set; }
        //
        [SerializeField, Tooltip("If you would like saving in dev mode - set it false")]
        private bool enableSave = true;
        [SerializeField, Tooltip("Reference the Player load/save script")]
        private Player player;
        [SerializeField, Tooltip("Reference the Scene for the developer mode switch")]
        private int developerSceneCounter = 0;
        [SerializeField, Tooltip("Loading time standard")]
        private int loadingTime = 3f;
        // set the singleton 
        private static GameManager S
        {
            get { return _S; }
            set
            {
                if (_S != null)
                {
                    // Destroy unnecessary one eventually 
                    Debug.LogError("A second GameManager exists in the scene!");
                    return;
                }
                _S = value;
            }
        }
        // game states 
        // setting up an Enumerator to split level transitions in phases
        public enum eGameManagerState
        {
            entryPanel,
            developerMode,
            pausePanel,
            pausePanelSettings,
            aboutPanel,
            quitLastChoicePanel,
            cinematicTrailer,

            loadingPanel,
            gameplay,

            panelTitle,
            END // for getting the length 
        }
        // the field that can be set in the inspector - most likely for debugging and tracking 
        [Header("Game State Progress")]
        [SerializeField]
        public string currentLevelName = "";
        [SerializeField]
        public int currentLevelNum = 0;
        [SerializeField]
        public eGameManagerState state;
        #endregion
        //
        #region MAIN METHODS
        /// <summary>
        /// Checks the level and defines variables.
        /// </summary>
        private void Start()
        {
            CheckLevel();
            // set this class as singleton 
            S = this;
            // set what is keeping track of the level 
            currentLevelNum = player.level;
            currentLevelName = "Level " + currentLevelNum;
            // setting the state as entry panel 
            state = eGameManagerState.entryPanel;
        }
        /// <summary>
        /// Running methods and level counter update 
        /// </summary>
        private void Update()
        {
            currentLevelNum = player.level;
            currentLevelName = "Level " + currentLevelNum;
            // perpertual method 
            PauseMenu();
            // to temporarily save and test in developer mode 
            if (state == eGameManagerState.developerMode && enableSave == false)
                player.level = developerSceneCounter;
        }
        #endregion
        //
        #region ADVANCEMENT FUNCTIONS
        /// <summary>
        /// Method executed during button press - new game 
        /// </summary>
        // reference coroutine for protection 
        private Coroutine loadSceneAndSetActiveGameCoroutine;
        private Coroutine loadSceneAndSetActiveGameContinueCoroutine;
        private Coroutine loadPreviousSceneSetActiveCoroutine;
        private Coroutine loadNextSceneSetActiveCoroutine;
        private Coroutine reloadScenesForgameplayCoroutine;
        private Coroutine reloadScenesForGameplayModeCoroutine;
        //
        public void NewGame()
        {
            if (loadNewSceneAndSetActiveCoroutine)
            {
                StopCoroutine(loadNewSceneAndSetActiveCoroutine);
                loadNewSceneAndSetActiveCoroutine = null;
            }
            // specific coroutine for new game 
            loadNewSceneAndSetActiveCoroutine = StartCoroutine(LoadNewSceneAndSetActive());
        }
        /// <summary>
        /// Method executed during button press - continue
        /// We are loading from the external save document 
        /// </summary>
        public void Continue()
        {
            // load stats first 
            player.LoadWithoutPlayer();
            // coroutine check 
            if (loadSceneAndSetActiveGameContinueCoroutine)
            {
                StopCoroutine(loadSceneAndSetActiveGameContinueCoroutine);
                loadSceneAndSetActiveGameContinueCoroutine = null;
            }
            // start coroutine 
            loadSceneAndSetActiveGameContinueCoroutine = StartCoroutine(LoadSceneAndSetActiveGameContinue());
        }
        /// <summary>
        /// Method executed during button press - developer mode - previous scene 
        /// </summary>
        public void PreviousScene()
        {
            // coroutine check
            if (loadPreviousSceneSetActiveCoroutine)
            {
                StopCoroutine(loadPreviousSceneSetActiveCoroutine);
                loadPreviousSceneSetActiveCoroutine = null;
            }
            // start coroutine 
            loadPreviousSceneSetActiveCoroutine = StartCoroutine(LoadPreviousSceneSetActive());
            //
            StartCoroutine(CheckForLevelCoroutine());
        }
        /// <summary>
        /// Method executed during button press - developer mode/gameplay mode - next scene 
        /// </summary> 
        public void NextScene()
        {
            if (state == GameManager.eGameManagerState.developerMode)
            {
                // coroutine check
                if (loadNextSceneSetActiveCoroutine)
                {
                    StopCoroutine(loadNextSceneSetActiveCoroutine);
                    loadNextSceneSetActiveCoroutine = null;
                }
                // start coroutine 
                loadNextSceneSetActiveCoroutine = StartCoroutine(LoadNextSceneSetActive());
            }
            if (state == GameManager.eGameManagerState.gameplay)
            {
                // coroutine check
                if (loadSceneAndSetActiveGameCoroutine)
                {
                    StopCoroutine(loadSceneAndSetActiveGameCoroutine);
                    loadSceneAndSetActiveGameCoroutine = null;
                }
                // start coroutine 
                loadSceneAndSetActiveGameCoroutine = StartCoroutine(LoadSceneAndSetActiveGame());
                // save
                player.SavePlayer();
            }
            //
            StartCoroutine(CheckForLevelCoroutine());
        }
        /// <summary>
        /// Method executed during the end of the game 
        /// </summary>
        public void EndGame()
        {
            if (state == eGameManagerState.developerMode)
                // coroutine check
                if (reloadScenesForgameplayCoroutine)
                {
                    StopCoroutine(reloadScenesForgameplayCoroutine);
                    reloadScenesForgameplayCoroutine = null;
                }
            // start coroutine  
            reloadScenesForgameplayCoroutine = StartCoroutine(ReloadScenesForgameplay());
            //
            else if (state == eGameManagerState.gameplay)
                // coroutine check
                if (reloadScenesForGameplayModeCoroutine)
                {
                    StopCoroutine(reloadScenesForGameplayModeCoroutine);
                    reloadScenesForGameplayModeCoroutine = null;
                }
            // start coroutine 
            reloadScenesForGameplayMode = StartCoroutine(ReloadScenesForGameplayMode());
        }
        #endregion
        //
        #region RESUME-PAUSE-QUIT
        public void Resume()
        {
            OnGameIsPausedSwitched();
            OnGameIsGameplaySwitched();
            //
            Time.timeScale = 1;
        }
        public void PauseMenu()
        {
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                // pause works only in gameplay mode
                if (state == eGameManagerState.gameplay)
                {
                    OnGameIsPausedSwitched();
                    OnGameIsGameplaySwitched();
                    //
                    Time.timeScale = 0f;
                }
            }
        }
        public void Quit()
        {
            Application.Quit(); // is ignored in editor 
            state = eGameManagerState.quitLastChoicePanel;
        }
        #endregion
        //
        #region COROUTINES
        // check if level has been reset 
        private bool levelReset = false;
        /// <summary>
        /// Method executed during advancement of level
        /// </summary>
        // ADVANCEMENT 
        private IEnumerator PlayerAdvances()
        {
            // an external script verifies trigger 
            // the trigger varies based on level
            Transform myEndLevel = player.AdvancePlayer();
            yield return null;
        }
        // ASYNC "NEW GAME"
        /// <summary>
        /// Coroutine for new game 
        /// </summary>
        private IEnumerator LoadNewSceneAndSetActive()
        {
            player.ResetPlayer();
            player.level = 1;
            player.SavePlayer();
            //
            player.UnloadPlayer();
            // notice that you are loading scene 01 no matter what 
            AsyncOperation loadGameLevel = SceneManager.LoadSceneAsync(1, LoadSceneMode.Additive);
            // 
            yield return new WaitForSeconds((float)introTrailerPlayer.length);
            // unload the current active scene - if there is more than one 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex);
            }
            while (loadGameLevel.progress < 1)
            {
                // set game state 
                state = eGameManagerState.loadingPanel;
                yield return new WaitForSeconds(loadingTime);
                // now play the trailer 
                state = eGameManagerState.cinematicTrailer;
                if (player.level == 0)
                {
                    player.level++;
                }
                player.LoadPlayer();
                // wait for the video to finish 
                yield return new WaitForSeconds((float)video.length);
                // set state 
                state = eGameManagerState.gameplay;
                // check for the level 
                StartCoroutine(CheckForLevelCoroutine());
            }

        }
        // ASYNC "CONTINUE"
        /// <summary>
        /// Coroutine continuing the scene - gameplay mode 
        /// </summary>
        private IEnumerator LoadSceneAndSetActiveGameContinue()
        {
            state = eGameManagerState.gameplay;
            player.UnloadPlayer();
            //
            if (currentLevelNum == 0)
            {
                yield break;
            }
            //
            yield return new WaitForSeconds(loadingTime);
            if (currentLevelNum == 4 && SceneManager.sceneCount > 1)
            {
                yield break;
            }
            // Unload the current active scene - if there is more than one 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            // load stats and player 
            player.LoadPlayer();
            CheckForLevelCoroutine();
            //
            if (currentLevelNum < 5) // we have only 4 levels for now  
            {
                yield return SceneManager.LoadSceneAsync(currentLevelNum, LoadSceneMode.Additive);
                yield return new WaitForSeconds(loadingTime);
                loadingPanel.SetActive(false);
            }
        }
        // ASYNC "DEVELOPER MODE - RELOAD FROM END"
        /// <summary>
        /// Coroutine reloading the scene - developer mode 
        /// </summary>
        private IEnumerator ReloadScenesForgameplay()
        {
            player.UnloadPlayer();
            // unload the scene 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            yield return new WaitForSeconds(loadingTime); // loading time might be an user experience decision
            loadingPanel.SetActive(false);
            // scene starts 
            state = eGameManagerState.entryPanel;
            currentLevelNum = 0;
            currentLevelName = "Level 0";
            developerSceneCounter = 0;
            player.ResetPlayer();
            player.level = 0;
            while (!levelReset)
                yield return new WaitForEndOfFrame();
            //
            if (currentLevelNum == 0 || currentLevelName == "Level 0" || developerSceneCounter == 0)
            {
                StartCoroutine(CheckForLevelCoroutine());
                CheckForState();
            }
        }
        // ASYNC "GAMEPLAY MODE - RELOAD FROM END"
        /// <summary>
        /// Coroutine reloading the scene - gameplay mode
        /// </summary>
        private IEnumerator ReloadScenesForGameplayMode()
        {
            player.UnloadPlayer();
            // unload the scene 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            yield return new WaitForSeconds(1);
            state = eGameManagerState.cinematicTrailer;
            endTrailerPanel.SetActive(true);
            //
            yield return new WaitForSeconds((float)endTrailerPlayer.length);
            // 
            loadingPanel.SetActive(true);
            yield return new WaitForSeconds(loadingTime);
            state = eGameManagerState.entryPanel;
            //
            loadingPanel.SetActive(false);
            //
            player.level = 0;
            currentLevelNum = 0;
            currentLevelName = "Level 0";
            developerSceneCounter = 0;
            player.ResetPlayer();
            player.level = 0;
            // 
            if (currentLevelNum == 0 || currentLevelName == "Level 0" || developerSceneCounter == 0)
            {
                StartCoroutine(CheckForLevelCoroutine());
                CheckForState();
            }
        }
        // ASYNC "GAMEPLAY MODE - ADVANCE TO NEXT SCENE"
        /// <summary>
        /// Coroutine for advancement after new game - gameplay mode 
        /// </summary>
        private IEnumerator LoadSceneAndSetActiveGame()
        {
            player.level++;
            player.SavePlayer();
            loadingPanel.SetActive(true);
            player.UnloadPlayer();
            // set/reset state 
            state = eGameManagerState.gameplay;
            // unload 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            if (currentLevelNum <= 4)
            {
                player.LoadPlayer();
                yield return SceneManager.LoadSceneAsync(currentLevelNum, LoadSceneMode.Additive);
                //
                yield return new WaitForSeconds(loadingTime);
                loadingPanel.SetActive(false);
                //
            }
        }
        // ASYNC "DEVELOPER MODE - NEXT SCENE"
        private IEnumerator LoadNextSceneSetActive()

        {
            loadingPanel.SetActive(true);
            player.UnloadPlayer();
            // set/reset state 
            state = eGameManagerState.developerMode;
            // 
            if (developerSceneCounter == 4 && SceneManager.sceneCount > 1)
            {
                yield break;
            }
            // Unload the current active scene - if there is more than one 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            if (developerSceneCounter < 4)
            {
                yield return SceneManager.LoadSceneAsync(developerSceneCounter + 1, LoadSceneMode.Additive);
                developerSceneCounter++;
                yield return new WaitForSeconds(loadingTime);
                player.LoadPlayer();
                if (developerSceneCounter == 1)
                {
                    StartCoroutine(FixPlayerPositionForFirstLevel());
                }
                yield return new WaitForSeconds(loadingTime);
                loadingPanel.SetActive(false);
            }
        }
        // ASYNC "DEVELOPER MODE - PREVIOUS SCENE"
        /// <summary>
        /// ASYNC COROUNTINE FOR DEVELOPER MODE : GO TO PREVIOUS SCENE 
        /// </summary>
        private IEnumerator LoadPreviousSceneSetActive()
        {
            loadingPanel.SetActive(true);
            player.player.UnloadPlayer();
            // state 
            state = eGameManagerState.developerMode;
            //
            if (developerSceneCounter == 1)
            {
                //state = eGameManagerState.entryPanel;
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
                developerSceneCounter--;
                yield return new WaitForSeconds(1);
                loadingPanel.SetActive(false);
                yield break;
            }
            // Unload the current active scene - if there is more than one 
            if (SceneManager.sceneCount > 1)
            {
                yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(1));
            }
            //
            if (developerSceneCounter <= 4)
            {
                yield return SceneManager.LoadSceneAsync(developerSceneCounter - 1, LoadSceneMode.Additive);
                developerSceneCounter--;
                yield return new WaitForSeconds(loadingTime);
                player.LoadPlayer();
                if (developerSceneCounter == 1)
                {
                    StartCoroutine(FixPlayerPositionForFirstLevel());
                }
                yield return new WaitForSeconds(loadingTime);
                loadingPanel.SetActive(false);
            }
        }
        #endregion
        //
        #region STATE CHECK 
        // CHANGE STATES [applied to on "button click"]
        public void ChangeState(uint stateNumberVariable)
        {
            uint stateNumber;
            stateNumber = stateNumberVariable;
            eGameManagerState stateChange = eGameManagerState.entryPanel;

            if (stateNumberVariable >= (uint)eGameManagerState.END)
            {
                Debug.LogWarning("Index Out of Range");
                return;
            }
            stateChange = (eGameManagerState)stateNumber;
            state = stateChange;
        }
        // CHECK STATES 
        /// <summary>
        /// Checking states - not really used in this scenario 
        /// But good to have. Maybe to be handled through UI 
        /// Audio should be probably handled separately 
        /// </summary>
        public void CheckForState()
        {
            switch (state)
            {
                // MAIN - remember to add game play or not 
                case eGameManagerState.pausePanel:
                    break;
                case eGameManagerState.developerMode:
                    break;
                case eGameManagerState.entryPanel:
                    break;
                case eGameManagerState.aboutPanel:
                    break;
                case eGameManagerState.cinematicTrailer:
                    break;
                case eGameManagerState.gameplay:
                    break;
                case eGameManagerState.loadingPanel:
                    break;
                case eGameManagerState.panelTitle:
                    break;
                case eGameManagerState.pausePanelSettings:
                    break;
                case eGameManagerState.quitLastChoicePanel:
                    break;
            }
        }
        // CHECK LEVEL
        /// <summary>
        /// Checking levels 
        /// </summary>
        public void CheckLevel()
        {
            StartCoroutine(CheckForLevelCoroutine());
        }
        IEnumerator CheckForLevelCoroutine()
        {
            // in this time you give the time to see what are actually the changes thart are happening 
            yield return new WaitForSeconds(loadingTime);
            // 
            Debug.Log($"Level {currentScene.buildIndex} is playing");
        }

    }
}
#endregion