wirm/Game/Assets/Scripts/LeaveHouseTrigger.cs

91 lines
2.7 KiB
C#
Raw Normal View History

/*
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 System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class LeaveHouseTrigger : MonoBehaviour
{
// Name of the next scene
public string nextSceneName;
2025-02-14 13:03:21 +08:00
public string Day3;
public GameObject confirmationPanel;
public TMP_Text warningText;
2025-02-12 13:46:08 +08:00
public GameObject warningPanel;
// Start is called before the first frame update
void Start()
{
2025-02-13 17:56:09 +08:00
confirmationPanel.SetActive(false);
warningText.text = "";
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
ShowConfirmationButtons();
}
}
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
Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.currentDay);
confirmationPanel.SetActive(true);
warningPanel.SetActive(true);
Debug.Log("Current Day is: " + GameManager.Instance.currentDay);
if (GameManager.Instance.currentDay == 1)
2025-02-14 13:03:21 +08:00
{
Debug.Log("Setting text for Day 1");
2025-02-14 13:03:21 +08:00
warningText.text = "Should I leave the house? I might not have completed everything...";
}
else if (GameManager.Instance.currentDay == 2)
2025-02-14 13:03:21 +08:00
{
Debug.Log("Setting text for Day 2");
2025-02-14 13:03:21 +08:00
warningText.text = "Do I even want to go to school...";
2025-02-14 13:48:11 +08:00
2025-02-14 13:03:21 +08:00
}
2025-02-14 13:48:11 +08:00
StartCoroutine(HideWarningPanelAfterDelay(7f)); // can change how long you want the text to show for
2025-02-12 13:46:08 +08:00
}
2025-02-13 17:56:09 +08:00
2025-02-12 13:46:08 +08:00
IEnumerator HideWarningPanelAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
warningPanel.SetActive(false);
}
public void ConfirmLeave()
{
2025-02-13 17:56:09 +08:00
// Log player choices
GameManager.Instance.LogPlayerChoices();
2025-02-13 17:56:09 +08:00
// Load the next scene directly without needing to set the last scene
SceneManager.LoadScene(nextSceneName);
}
public void CancelLeave()
{
if (GameManager.Instance.currentDay == 2)
2025-02-14 13:03:21 +08:00
{
GameManager.Instance.IncrementDay();
2025-02-14 13:03:21 +08:00
SceneManager.LoadScene(Day3);
}
2025-02-14 13:48:11 +08:00
confirmationPanel.SetActive(false);
warningPanel.SetActive(true);
}
}