wirm/Game/Assets/Scripts/GameManager.cs

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/*
Author: Reza
Date: 3/2/25
Description: To keep track of tasks, which level the player is at, and game mechanics
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class GameManager : MonoBehaviour
{
/// <summary>
/// Define instance field for accessing the singleton elsewhere
/// </summary>
public static GameManager Instance;
// Trackable Task Completions
private bool bedroomCleaned = false;
private bool teethBrushed = false;
private bool floorSweeped = false;
/// <summary>
/// Checks if tasks are completed
/// </summary>
public bool IsBedroomCleaned() { return bedroomCleaned; }
public bool IsTeethBrushed() { return teethBrushed; }
public bool IsFloorSweeped() { return floorSweeped; }
/// <summary>
/// Enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
/// </summary>
private void Awake()
{
// check if instance hasn't been set yet
if (Instance == null)
{
Debug.Log("awake as singleton instance, setting self as the forever-alive instance");
Instance = this;
DontDestroyOnLoad(gameObject);
}
// check if instance is already set and it's not this instance
else if (Instance != null && Instance != this)
{
Debug.Log("awake as non-singleton instance, destroying self");
Destroy(gameObject);
}
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
// Logs player's choices before leaving the house (for future Firebase tracking)
public void LogPlayerChoices()
{
Debug.Log("Player is trying to leave the house. Task Completion Status:");
Debug.Log("Bedroom Cleaned: " + bedroomCleaned);
Debug.Log("Teeth Brushed: " + teethBrushed);
Debug.Log("Floor Sweeped: " + floorSweeped);
// Future-proofing for Firebase tracking
}
// Tracks if bedroom is cleaned or not
public void BedroomTaskComplete()
{
bedroomCleaned = true;
}
// Tracks if teeth is brushed or not
public void BrushTeethTaskComplete()
{
teethBrushed = true;
}
// Tracks if floor is sweeped or not
public void FloorSweepedTaskComplete()
{
floorSweeped = true;
}
}