wirm/Game/Assets/Scripts/BrushTeeth.cs

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/*
Author: Wai Lam & Reza
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Date: 27/1/25
Description: Bathroom interaction
*/
using System.Collections;
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.Interaction.Toolkit;
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using UnityEngine.XR.Interaction.Toolkit.Interactables;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
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using TMPro;
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public class BrushTeeth : MonoBehaviour
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{
private GameManager gameManager;
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private StorylineManager storylineManager;
public Slider progressBar; // Reference to the Slider (progress bar)
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public float progressTime = 5f; // Time for the progress bar to complete
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private XRGrabInteractable grabInteractable;
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private float timer = 0f;
private bool isGrabbing = false;
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private bool taskCompleted = false;
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// Defines UI references
[Header("UI References")]
public GameObject storyPanelUI;
public TMP_Text storyText;
// Defines Audio References
[Header("Audio References")]
public AudioSource audioSource;
public AudioClip brushingSound;
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void Start()
{
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storylineManager = FindObjectOfType<StorylineManager>();
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grabInteractable = GetComponent<XRGrabInteractable>();
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if (grabInteractable == null)
{
Debug.LogError("XRGrabInteractable component not found on the object!");
return;
}
// Ensure the progress bar is hidden initially
progressBar.gameObject.SetActive(false);
// Subscribe to grab and release events
grabInteractable.selectEntered.AddListener(OnGrab);
grabInteractable.selectExited.AddListener(OnRelease);
}
void Update()
{
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if (isGrabbing && !taskCompleted)
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{
timer += Time.deltaTime;
progressBar.value = timer / progressTime;
if (timer >= progressTime)
{
CompleteProgress();
}
}
}
private void OnGrab(SelectEnterEventArgs args)
{
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// Ignore if grabbed by a socket interactor
if (args.interactorObject.transform.GetComponent<XRSocketInteractor>() != null)
{
return; // Do nothing if grabbed by a socket
}
// Only show progress bar if NOT grabbed by a socket
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progressBar.gameObject.SetActive(true);
progressBar.value = 0f;
timer = 0f;
isGrabbing = true;
// Play brushing sound while toothbrush is grabbed, plays only if it isn't playing already
if (!audioSource.isPlaying)
{
audioSource.clip = brushingSound;
// Loops the sound for as long as the toothbrush is held; allows editable progress time
audioSource.loop = true;
audioSource.Play();
}
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}
private void OnRelease(SelectExitEventArgs args)
{
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// Stop progress when released, regardless of interactor type
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progressBar.gameObject.SetActive(false);
isGrabbing = false;
timer = 0f;
// Stop the brushing sound when the toothbrush is released
if (audioSource.isPlaying)
{
audioSource.Stop();
}
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}
private void CompleteProgress()
{
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if (taskCompleted) return;
taskCompleted = true;
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progressBar.gameObject.SetActive(false);
isGrabbing = false;
// Stop the brushing sound when the task is completed
if (audioSource.isPlaying)
{
audioSource.Stop();
}
GameManager.Instance.BrushTeethTaskComplete();
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storylineManager.EnqueueMessage("I should be fresh enough to go to school...", 7f);
//storyPanelUI.SetActive(true);
//storyText.text = "I should be fresh enough to go to school now...";
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// Clear the text after a delay
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//StartCoroutine(ClearMessageAfterSeconds(7f));
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Debug.Log("Progress completed!");
}
private void OnDestroy()
{
if (grabInteractable != null)
{
grabInteractable.selectEntered.RemoveListener(OnGrab);
grabInteractable.selectExited.RemoveListener(OnRelease);
}
}
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private IEnumerator ClearMessageAfterSeconds(float delay)
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{
// Waits for delay to end and hides the UI
yield return new WaitForSeconds(delay);
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storyText.text = "";
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}
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}