game: game flow works

This commit is contained in:
kookiekenobi 2025-02-17 23:14:56 +08:00
parent f9b7471aee
commit 0e44d1db15
16 changed files with 124 additions and 35 deletions

View file

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View file

@ -5697,7 +5697,9 @@ MonoBehaviour:
- SeatObject: {fileID: 14863571}
Available: 1
currentNpcs: []
despawnPoints: []
despawnPoints:
- {fileID: 849138917}
- {fileID: 1742359896}
desk: {fileID: 1068269875}
--- !u!114 &520849220
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@ -6804,7 +6806,7 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
shiftDuration: 60
shiftDuration: 120
npcSpawnArea: {fileID: 1126609776}
--- !u!1 &741702766
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@ -7839,6 +7841,37 @@ CanvasRenderer:
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@ -21093,7 +21157,7 @@ MonoBehaviour:
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument: Comcare
m_StringArgument: ComCare
m_BoolArgument: 0
m_CallState: 2
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View file

@ -228,6 +228,13 @@ public class NpcMovementRework : MonoBehaviour
npcClarifiedResponse.text = "I see...";
PlayerDialogueInteraction.instance.SetPlayerQuestions(npcData.question1, npcData.question2, npcData.question3);
PlayerDialogueInteraction.instance.SetPlayerResposne(npcData.response3);
PlayerDialogueInteraction.instance.SetPlayerResponse(npcData.response3);
}
public void EndDialogue()
{
npcSpeechBubble.SetActive(false);
npcAnswerPanel.SetActive(false);
PlayerDialogueInteraction.instance.playerDialogue.SetActive(false);
}
}

View file

@ -14,10 +14,15 @@ public class NextButton : MonoBehaviour
/// </summary>
public void CallNext()
{
var npcs = NpcManager.instance.currentNpcs;
var randomnpc = npcs[Random.Range(0, npcs.Count)];
GameManager.instance.SetCurrentNPC(randomnpc);
randomnpc.GetComponent<NpcMovementRework>().Called();
if(GameManager.instance.currentNPC == null)
{
var npcs = NpcManager.instance.currentNpcs;
var randomnpc = npcs[Random.Range(0, npcs.Count)];
GameManager.instance.SetCurrentNPC(randomnpc);
randomnpc.GetComponent<NpcMovementRework>().Called();
PlayerDialogueInteraction.instance.ResetChecklist();
}
}
}

View file

@ -71,6 +71,11 @@ public class PaperSocket : MonoBehaviour
Debug.Log(paperDepartment);
Destroy(paperObject);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().EndDialogue();
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().Despawn();
GameManager.instance.currentNPC = null;
}
else
{

View file

@ -42,14 +42,10 @@ public class PlayerDialogueInteraction : MonoBehaviour
public GameObject serviceTick;
public GameObject takeDocumentsTick;
public GameObject giveDocumentsTick;
[Header("Services")]
/*public GameObject comcareServiceButton;
public GameObject fscServiceButton;
public GameObject peersServiceButton;
public GameObject transitionalSheltersServiceButton;
public GameObject cpsServiceButton;
public GameObject sgEnableServiceButton;*/
/// <summary>
/// Reference to current document
/// </summary>
public GameObject currentDocument;
/// <summary>
@ -115,7 +111,7 @@ public class PlayerDialogueInteraction : MonoBehaviour
/// Assigning UI text from npcData
/// </summary>
/// <param name="response"></param>
public void SetPlayerResposne(string response)
public void SetPlayerResponse(string response)
{
playerResponseText.text = response;
}

View file

@ -42,7 +42,16 @@ public class StampDocument : MonoBehaviour
/// <returns></returns>
public string CheckFinalDepartment()
{
return $"{assignedDepartment}-{assignedService}";
var paperDepartment = $"{assignedDepartment} - {assignedService}";
if (paperDepartment == GameManager.instance.currentNPCCorrectDepartment)
{
return "Correct";
}
else
{
return "Wrong";
}
}
/// <summary>
@ -67,6 +76,7 @@ public class StampDocument : MonoBehaviour
isSigned = false;
isStamped = false;
}
/// <summary>
/// Financial stamp appear, assign department and declare stamped
@ -118,42 +128,42 @@ public class StampDocument : MonoBehaviour
case "ComCare":
comcareSignature.SetActive(true);
isSigned = true;
assignedDepartment = "ComCare";
assignedService = "ComCare";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;
case "FSC":
fscSignature.SetActive(true);
isSigned = true;
assignedDepartment = "Family Service Centres";
assignedService = "Family Service Centres";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;
case "PEERS":
peersSignature.SetActive(true);
isSigned = true;
assignedDepartment = "PEERS";
assignedService = "PEERS";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;
case "Transitional Shelters":
transitionalShelterSignature.SetActive(true);
isSigned = true;
assignedDepartment = "Transitional Shelters";
assignedService = "Transitional Shelters";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;
case "CPS":
cpsSignature.SetActive(true);
isSigned = true;
assignedDepartment = "CPS";
assignedService = "CPS";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;
case "SG Enable":
sgEnableSignature.SetActive(true);
isSigned = true;
assignedDepartment = "SG Enable";
assignedService = "SG Enable";
PlayerDialogueInteraction.instance.servicesPanel.SetActive(false);
PlayerDialogueInteraction.instance.questionPanel.SetActive(true);
break;