wirm/Game/Assets/Scripts/LeaveHouseTrigger.cs

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/*
* Author: Reza, Wai Lam, Mark
* Date: 10/2/25
* Description: Verifies whether tasks in the house are completed before going to the next scene
*/
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LeaveHouseTrigger : MonoBehaviour
{
// Name of the next scene
public string nextSceneName;
public string day3;
public GameObject confirmationPanel;
public TMP_Text warningText;
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public GameObject warningPanel;
// Start is called before the first frame update
private void Start()
{
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confirmationPanel.SetActive(false);
warningText.text = "";
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")) ShowConfirmationButtons();
}
private void ShowConfirmationButtons()
{
// FIXED: possibly refer to purely GameManager.Instance instead of any
// early bound reference to GameManager because the game manager might
// not have died fast enough for other scripts to refer to the new
// GameManager instance
// keeping this here for future ref
// --mark
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Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.CurrentDay);
confirmationPanel.SetActive(true);
warningPanel.SetActive(true);
Debug.Log("Current Day is: " + GameManager.Instance.CurrentDay);
switch (GameManager.Instance.CurrentDay)
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{
case 1:
Debug.Log("Setting text for Day 1");
warningText.text = "Should I leave the house? I might not have completed everything...";
break;
case 2:
Debug.Log("Setting text for Day 2");
warningText.text = "Do I even want to go to school...";
break;
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}
// can change how long you want the text to show for
StartCoroutine(HideWarningPanelAfterDelay(7f));
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}
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private IEnumerator HideWarningPanelAfterDelay(float delay)
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{
yield return new WaitForSeconds(delay);
warningPanel.SetActive(false);
}
public void ConfirmLeave()
{
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// Log player choices
GameManager.Instance.LogPlayerChoices();
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// Load the next scene directly without needing to set the last scene
SceneManager.LoadScene(nextSceneName);
}
public void CancelLeave()
{
if (GameManager.Instance.CurrentDay == 2)
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{
GameManager.Instance.IncrementDay();
SceneManager.LoadScene(day3);
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}
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confirmationPanel.SetActive(false);
warningPanel.SetActive(true);
}
}