Preloaded 'libLive2DCubismCore.so' Preloaded 'lib_burst_generated.so' Preloaded 'libsteam_api.so' Display 0 'eDP-1 14"': 1920x1200 (primary device). [Physics::Module] Initialized MultithreadedJobDispatcher with 11 workers. Unable to load player prefs Desktop is 1920 x 1200 @ 60 Hz Initialize engine version: 2022.3.20f1 (61c2feb0970d) [Subsystems] Discovering subsystems at path /home/klein/My Dystopian Robot Girlfriend_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=0 Renderer: Mesa Intel(R) Graphics (ADL GT2) Vendor: Intel Version: 4.6 (Core Profile) Mesa 22.3.6 GLES: 0 GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB _depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_po int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier G L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_debug_label GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow _lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 11840416 ../src/intel/isl/isl.c:2235: FINISHME: ../src/intel/isl/isl.c:isl_surf_supports_ccs: CCS for 3D textures is disabled, but a workaround is available. Default vsync count 1 requesting resize 1920 x 1080 requesting fullscreen 1920 x 1080 at 0/1 Hz Setting up downscaled viewport at 1920 x 1080 Desktop is 1920 x 1200 @ 60 Hz Desktop is 1920 x 1200 @ 60 Hz UnloadTime: 0.474507 ms Failed to find the main file "/PlayerPrefs.pp"! SaveFileHelper:TryLoadFileToJson(String, T&, String) PlayerPrefs:.cctor() PlayerPrefsBooleanKey:GetValueInner() PlayerPrefsSimpleKey`1:op_Implicit(PlayerPrefsSimpleKey`1) OptionsStatic:SyncResolution() OptionsStatic:LoadSettings() GameScript:Start() Failed to find the backup file "/PlayerPrefs.pp"! SaveFileHelper:TryLoadFileToJson(String, T&, String) PlayerPrefs:.cctor() PlayerPrefsBooleanKey:GetValueInner() PlayerPrefsSimpleKey`1:op_Implicit(PlayerPrefsSimpleKey`1) OptionsStatic:SyncResolution() OptionsStatic:LoadSettings() GameScript:Start() Failed loading PlayerPrefs! PlayerPrefs:.cctor() PlayerPrefsBooleanKey:GetValueInner() PlayerPrefsSimpleKey`1:op_Implicit(PlayerPrefsSimpleKey`1) OptionsStatic:SyncResolution() OptionsStatic:LoadSettings() GameScript:Start() requesting resize 1280 x 720 resizing window to 1280 x 720 Desktop is 1920 x 1200 @ 60 Hz The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 210 (202), X11 KeySym 0x1008FF43 (XF86Launch3). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 210 (202), X11 KeySym 0x1008FF43 (XF86Launch3). Failed to find the main file "/localmodinfo.json"! SaveFileHelper:TryLoadFileToJson(String, T&, String) ModsSingleton:LoadLocalModInfo() d__58:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to find the backup file "/localmodinfo.json"! SaveFileHelper:TryLoadFileToJson(String, T&, String) ModsSingleton:LoadLocalModInfo() d__58:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to load localmodinfo.json file! Creating a new one! ModsSingleton:LoadLocalModInfo() d__58:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to find the main file "/save.mdrg"! SaveFileHelper:TryLoadFileToJson(String, T&, String) d__10:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to find the backup file "/save.mdrg"! SaveFileHelper:TryLoadFileToJson(String, T&, String) d__10:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Load unsuccesful. Had to create new save container. d__10:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Overriding character adapter with id: Bot! ConversationSingleton:AddAdapter(ISayDialogCharacter) d__24:MoveNext() d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) requesting resize 1280 x 720 resizing window to 1280 x 720 Desktop is 1920 x 1200 @ 60 Hz Unloading 5 Unused Serialized files (Serialized files now loaded: 26) Unloading 243 unused Assets to reduce memory usage. Loaded Objects now: 15207. Total: 20.602371 ms (FindLiveObjects: 0.949381 ms CreateObjectMapping: 0.305472 ms MarkObjects: 18.585516 ms DeleteObjects: 0.761530 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 26) Switching view from to Menu View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 15228. Total: 20.127634 ms (FindLiveObjects: 1.376851 ms CreateObjectMapping: 0.585898 ms MarkObjects: 18.120634 ms DeleteObjects: 0.043653 ms) Changed game state to EmptyGameState to GameScript+MainMenuState GameStateMachine:ChangeState(GameState) Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+MainMenuState to StoryState(Message "Prologue") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Menu View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.d__14:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2D Cubism SDK Core Version 5.0.0 ModelBrain: Starting with EmptyBrainState! ModelBrain:EnsureEmptyBrainState() ModelBrain:OnEnable() UnityEngine.GameObject:AddComponent() ModelBrain:CreateOrGet(String) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "Prologue") to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from PC View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from PC View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from PC View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Missionary View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2D Cubism SDK Core Version 5.0.0 Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) Live2DFuckController:AfterResetEverything() Live2DController:ResetEverything() FrickScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to NewFrickState GameStateMachine:ChangeState(GameState) FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to GenericFuckBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() NewFrickState:EnterState() FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Changed game state to NewFrickState to StoryState(Block "Out of stamina") GameStateMachine:ChangeState(GameState) GameScript:FixedUpdate() ModelBrain: Switching from GenericFuckBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() NewFrickState:ExitState() GameStateMachine:ChangeState(GameState) GameScript:FixedUpdate() Switching view from Missionary View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) GameScript:FixedUpdate() Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to Sleep View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Sleep View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:MovePrefabInto(Live2DPrefabHolder) RoomScene:SetupInteractionCharacter() RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saved autosave to slot 0 previus autosave happened 00 hrs, 09 mins, 41 secs ago SaveSingleton:TryMakeAutoSave() AutoSave:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Out of stamina") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Day 2 10:54:{"data":"DAY 2, after 12:32","eventEnum":1} EventHolder:Activate() EventManager:SyncEvents(Boolean) GameVariables:MinutePassed(StaminaSyncType, Boolean) BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Message "DAY 2, after 12:32") GameStateMachine:ChangeState(GameState) EventManager:SyncEvents(Boolean) GameVariables:MinutePassed(StaminaSyncType, Boolean) BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) EventManager:SyncEvents(Boolean) GameVariables:MinutePassed(StaminaSyncType, Boolean) BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "DAY 2, after 12:32") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Day 2 10:54:{"data":"","eventEnum":0} EventHolder:Activate() EmailBase:ReadEmail() EmailWebsite:b__8_2(NewEmail, Int32) ItemListAdapterBase`1:Focus(Int32) System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) MoonSharp.Interpreter.Interop.MethodMemberDescriptor:Execute(Script, Object, ScriptExecutionContext, CallbackArguments) MoonSharp.Interpreter.Execution.VM.Processor:Internal_ExecCall(Int32, Int32, CallbackFunction, CallbackFunction, Boolean, String, DynValue) MoonSharp.Interpreter.Execution.VM.Processor:Processing_Loop(Int32) MoonSharp.Interpreter.Execution.VM.Processor:Coroutine_Resume(DynValue[]) Fungus.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Day 2 10:54:{"data":"","eventEnum":0} EventHolder:Activate() EmailBase:ReadEmail() EmailWebsite:b__8_2(NewEmail, Int32) ItemListAdapterBase`1:Focus(Int32) System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) MoonSharp.Interpreter.Interop.MethodMemberDescriptor:Execute(Script, Object, ScriptExecutionContext, CallbackArguments) MoonSharp.Interpreter.Execution.VM.Processor:Internal_ExecCall(Int32, Int32, CallbackFunction, CallbackFunction, Boolean, String, DynValue) MoonSharp.Interpreter.Execution.VM.Processor:Processing_Loop(Int32) MoonSharp.Interpreter.Execution.VM.Processor:Coroutine_Resume(DynValue[]) Fungus.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.ExecuteLua:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Day 2 10:54:{"data":"","eventEnum":0} EventHolder:Activate() EmailBase:ReadEmail() EmailWebsite:b__8_2(NewEmail, Int32) ItemListAdapterBase`1:Focus(Int32) System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) MoonSharp.Interpreter.Interop.MethodMemberDescriptor:Execute(Script, Object, ScriptExecutionContext, CallbackArguments) MoonSharp.Interpreter.Execution.VM.Processor:Internal_ExecCall(Int32, Int32, CallbackFunction, CallbackFunction, Boolean, String, DynValue) MoonSharp.Interpreter.Execution.VM.Processor:Processing_Loop(Int32) MoonSharp.Interpreter.Execution.VM.Processor:Coroutine_Resume(DynValue[]) Fungus.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.ExecuteLua:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) StartStory:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from PC View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:100 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() InteractState:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ArgumentException: JSON parse error: Invalid value. at UnityEngine.JsonUtility.FromJson[T] (System.String json) [0x00000] in <00000000000000000000000000000000>:0 at Equipment.b__8_17 (MyFileBrowserSingleton+UploadResult t) [0x00000] in <00000000000000000000000000000000>:0 at SimpleFileBrowser.FileBrowser.OnSubmitButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 Equipment:b__8_17(UploadResult) SimpleFileBrowser.FileBrowser:OnSubmitButtonClicked() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Message "StartPC") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "StartPC") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from PC View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) GameUtilities:FadeToView(View, Action, Single, Boolean, Nullable`1) GameUtilities:FadeOrMoveToView(View, Action, Single) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+RoomState to StoryState(Message "StartPC") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "StartPC") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Changed game state to GameScript+PcState to StoryState(Block "Stream Missionary") GameStateMachine:ChangeState(GameState) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from PC View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Missionary View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) Live2DFuckController:AfterResetEverything() Live2DController:ResetEverything() FrickScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Stream Missionary") to NewFrickState GameStateMachine:ChangeState(GameState) FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to GenericFuckBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() NewFrickState:EnterState() FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Live2DFuckController+CumImminentState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) NormalState:FixedUpdateState() 16.19\20 0.8095002% GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() CUM: 5.623045ml GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() Live2DFuckController+CumInsideState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) CumImminentState:FixedUpdateState() Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). Live2DFuckController+CumImminentState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) NormalState:FixedUpdateState() 10.76579\20 0.5382893% GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() CUM: 5.990844ml GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() Live2DFuckController+CumInsideState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) CumImminentState:FixedUpdateState() Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2DFuckController+CumImminentState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) NormalState:FixedUpdateState() 4.894927\20 0.2447463% GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() CUM: 6.015306ml GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() Live2DFuckController+CumInsideState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) CumImminentState:FixedUpdateState() Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). ModelBrain: Switching from GenericFuckBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndFricking() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to NewFrickState to StoryState(Block "End Frick") GameStateMachine:ChangeState(GameState) GameScript:EndFricking() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Missionary View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "End Frick") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Message "StartPC") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "StartPC") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from PC View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) GameUtilities:FadeToView(View, Action, Single, Boolean, Nullable`1) GameUtilities:FadeOrMoveToView(View, Action, Single) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:200 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:400 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:1001 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:1004 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:1000 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() InteractState:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:1003 StoryBotDialogueBranch:Activate(ModelBrainState) <>c__DisplayClass19_1:b__2() Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() InteractState:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:0 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:8 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:2 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Message "StartPC") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "StartPC") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+PcState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from PC View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) GameUtilities:FadeToView(View, Action, Single, Boolean, Nullable`1) GameUtilities:FadeOrMoveToView(View, Action, Single) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) requesting resize 1920 x 1200 Using native desktop resolution 1920 x 1200 requesting fullscreen 1920 x 1200 at 0/1 Hz Desktop is 1920 x 1200 @ 60 Hz requesting resize 1280 x 720 resizing window to 1280 x 720 Desktop is 1920 x 1200 @ 60 Hz Changed game state to GameScript+RoomState to StoryState(Block "Outside/OutsideStart") GameStateMachine:ChangeState(GameState) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to View 1 zoom left (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) Assets.Game.Scripts.FungusCommands.View.MoveToSubview:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 zoom left (Fungus.View) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) stonks flag already exists! Refreshing timeAdded. GameVariables:AddFlag(String) ModifyFlag:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saved autosave to slot 1 previus autosave happened 00 hrs, 13 mins, 14 secs ago SaveSingleton:TryMakeAutoSave() AutoSave:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Outside/OutsideStart") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Block "Go to sleep") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to Sleep View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Sleep View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Sleep View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Sleep View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Call:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:MovePrefabInto(Live2DPrefabHolder) RoomScene:SetupInteractionCharacter() RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Go to sleep") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:0 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Block "PrepareFricking") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() InteractState:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Missionary View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) Live2DFuckController:AfterResetEverything() Live2DController:ResetEverything() FrickScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "PrepareFricking") to NewFrickState GameStateMachine:ChangeState(GameState) FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to GenericFuckBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() NewFrickState:EnterState() FrickScene:StartNewView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cocktracts event planned! CocktractManager:UpdatePartners() CocktractManager:EndOfDay() GameVariables:MinutePassed(StaminaSyncType, Boolean) NewFrickState:FixedUpdateState() GameScript:FixedUpdate() Live2DFuckController+CumImminentState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) NormalState:FixedUpdateState() 6.597938\20 0.3298969% GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() CUM: 5.19708ml GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() Live2DFuckController+CumInsideState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) CumImminentState:FixedUpdateState() Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Live2DFuckController+CumImminentState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) NormalState:FixedUpdateState() 1.29031\20 0.06451552% GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() CUM: 5.440963ml GameVariables:ExtractCumFromBalls() CumImminentState:FixedUpdateState() Live2DFuckController+CumInsideState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) CumImminentState:FixedUpdateState() Live2DFuckController+NormalState StateMachineWithOwner`1:ChangeState(StateWithOwner`1) d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from GenericFuckBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndFricking() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to NewFrickState to StoryState(Block "End Frick") GameStateMachine:ChangeState(GameState) GameScript:EndFricking() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Missionary View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "End Frick") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartEquipment() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to Room Character View Equipment (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+EquipmentState GameStateMachine:ChangeState(GameState) ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EquipmentBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() EquipmentState:EnterState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from EquipmentBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+EquipmentState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View Equipment (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Message "StartPC") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.Flowchart:SendFungusMessage(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to PC View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Message "StartPC") to GameScript+PcState GameStateMachine:ChangeState(GameState) StartPc:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Day 3 00:57:{"data":"8","eventEnum":9} EventHolder:Activate() EmailBase:ReadEmail() EmailWebsite:b__8_2(NewEmail, Int32) ItemListAdapterBase`1:Focus(Int32) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+PcState to StoryState(Block "Go Home") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from PC View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saved autosave to slot 2 previus autosave happened 00 hrs, 05 mins, 38 secs ago SaveSingleton:TryMakeAutoSave() AutoSave:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Go Home") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:ReturnToMainMenuPrompt() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:ReturnToMainMenuPrompt() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to GameScript+RoomState to StoryState(Block "Outside/OutsideStart") GameStateMachine:ChangeState(GameState) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) <>c__DisplayClass7_0:b__0() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from View 1 (ViewWithSpriteRenderer) to View 1 zoom left (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) Assets.Game.Scripts.FungusCommands.View.MoveToSubview:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 zoom left (Fungus.View) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 1 (ViewWithSpriteRenderer) to View 2 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from View 2 (ViewWithSpriteRenderer) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to StoryState(Block "Outside/OutsideStart") to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() BackToRoom:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) GameScript:StartInteract(Action`1) GameScript:Update() Switching view from Room View (Fungus.View) to Room Character View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) GameScript:Update() Changed game state to StoryState(Empty) to InteractState GameStateMachine:ChangeState(GameState) <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to NewInteractBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() InteractState:EnterState() <>c__DisplayClass47_0:b__0() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Started Vanilla Id:1 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Started Vanilla Id:6 StoryBotDialogueBranch:Activate(ModelBrainState) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from NewInteractBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to InteractState to StoryState(Empty) GameStateMachine:ChangeState(GameState) GameScript:EndInteracting() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room Character View (Fungus.View) to Room View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.CameraManager:MoveToView(Camera, View, Single, Action, PanType) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Changed game state to StoryState(Empty) to GameScript+RoomState GameStateMachine:ChangeState(GameState) GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to RoomBrainState! StateMachine`2:ChangeState(TState) GameStateWithLive2D`1:EnterState() RoomState:EnterState() GameScript:ChangeToRoomState() ViewSceneTransitionInfo:Finish() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Changed game state to GameScript+RoomState to StoryState(Block "Go to sleep") GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from RoomBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() GameStateWithLive2D`1:ExitState() GameStateMachine:ChangeState(GameState) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() Switching view from Room View (Fungus.View) to Sleep View (Fungus.View) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Fungus.FadeToView:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fungus.Flowchart:ExecuteBlock(Block, Int32, Action) Fungus.MenuDialog:ActivateOption(MenuOption) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:Process() ModelBrain: Switching from EmptyBrainState to StoryBrainState! StateMachine`2:ChangeState(TState) RoomScene:SwitchNewView(ViewSceneTransitionInfo) Fungus.CameraManager:SwitchView() Fungus.<>c__DisplayClass29_0:b__0() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Switching view from Sleep View (Fungus.View) to View 1 (ViewWithSpriteRenderer) Fungus.CameraManager:PrepareNewView(View, Camera, Action) Fungus.CameraManager:FadeToView(Camera, View, Single, Boolean, Color, Action) Assets.Game.Scripts.FungusCommands.View.FadeToImage:OnEnter() Fungus.d__68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ModelBrain: Switching from StoryBrainState to EmptyBrainState! StateMachine`2:ChangeState(TState) ModelBrain:OnDisable() Live2DHolder:Restore(Live2DPrefabHolder) RoomScene:EndOldView(ViewSceneTransitionInfo) Fungus.CameraManager:EndViewSwitching() d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list X11 KeyCode 248 (240), X11 KeySym 0x0 ((null)). XIO: fatal IO error 11 (Resource temporarily unavailable) on X server ":0" after 188412 requests (188411 known processed) with 0 events remaining.