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public GameObject storyPanelUI; - public TMP_Text storyText; + //public GameObject storyPanelUI; + //public TMP_Text storyText; // Defines Audio References [Header("Audio References")] @@ -54,6 +55,8 @@ public class BedroomTask : MonoBehaviour void Start() { + storylineManager = FindObjectOfType(); + // Hide all UI prompts on start lockedDoorUI.SetActive(false); //unlockedDoorUI.SetActive(false); @@ -81,13 +84,13 @@ public class BedroomTask : MonoBehaviour } } - if (storyPanelUI != null && storyText != null) + storylineManager.EnqueueMessage("My parents are still home... I should wait for them to leave.", 7f); + /*if (storyPanelUI != null && storyText != null) { storyPanelUI.SetActive(true); storyText.text = "My parents are still home... I should clean up first."; StartCoroutine(ClearMessageAfterSeconds(7f)); - } - + }*/ } // Functions when trash is collected/thrown @@ -208,8 +211,9 @@ public class BedroomTask : MonoBehaviour { PostProcessingManager.Instance.TriggerEffect("Panic"); - storyPanelUI.SetActive(true); - storyText.text = "!!!"; + storylineManager.EnqueueMessage("!!!", 7f); + /*storyPanelUI.SetActive(true); + storyText.text = "!!!";*/ // Play footsteps of parents walking away audioSource.PlayOneShot(footstepsSound); @@ -223,13 +227,15 @@ public class BedroomTask : MonoBehaviour PostProcessingManager.Instance.StopEffect("Panic"); // Clear the "!!!" - storyText.text = ""; + //storyText.text = ""; // Unlocks the door after the clips and update the story UnlockDoor(); - storyText.text = "They finally left... just as soon as I finished cleaning. I can leave the room now."; - StartCoroutine(ClearMessageAfterSeconds(7f)); + + storylineManager.EnqueueMessage("They finally left... I can leave the room now", 5f); + /*storyText.text = "They finally left just as soon as I finished cleaning. I can leave the room now."; + StartCoroutine(ClearMessageAfterSeconds(7f));*/ } // Function to hide the UI after a delay @@ -237,7 +243,7 @@ public class BedroomTask : MonoBehaviour { // Waits for delay to end and hides the UI yield return new WaitForSeconds(delay); - storyText.text = ""; + //storyText.text = ""; } private IEnumerator HidePanelAfterSeconds(GameObject uiElement, float delay) diff --git a/Game/Assets/Scripts/BroomSweeping.cs b/Game/Assets/Scripts/BroomSweeping.cs index 26bc643..18629d6 100644 --- a/Game/Assets/Scripts/BroomSweeping.cs +++ b/Game/Assets/Scripts/BroomSweeping.cs @@ -13,6 +13,7 @@ public class BroomSweeping : MonoBehaviour { private GameManager gameManager; private PostProcessingManager postProcessingManager; + private StorylineManager storylineManager; // To track how much trash has been collected so far public int dirtSweeped = 0; @@ -24,14 +25,19 @@ public class BroomSweeping : MonoBehaviour // Defines UI references [Header("UI References")] - public GameObject storyPanelUI; + //public GameObject storyPanelUI; public TMP_Text storyText; // Defines Audio References [Header("Audio References")] public AudioSource audioSource; public AudioClip sweepingSound; - + + void Start() + { + storylineManager = FindObjectOfType(); + } + // Update is called once per frame void Update() { @@ -40,10 +46,12 @@ public class BroomSweeping : MonoBehaviour taskCompleted = true; GameManager.Instance.FloorSweepedTaskComplete(); - storyPanelUI.SetActive(true); - storyText.text = "I hope the house is clean enough now so I don't get scolded later..."; + //storyPanelUI.SetActive(true); + //storyText.text = "I hope the house is clean enough now so I don't get scolded later..."; - StartCoroutine(ClearMessageAfterSeconds(7f)); + storylineManager.EnqueueMessage("I tried my best... Hopefully I don't get scolded later.", 7f); + + //StartCoroutine(ClearMessageAfterSeconds(7f)); } } diff --git a/Game/Assets/Scripts/BrushTeeth.cs b/Game/Assets/Scripts/BrushTeeth.cs index 3586f4a..e57744e 100644 --- a/Game/Assets/Scripts/BrushTeeth.cs +++ b/Game/Assets/Scripts/BrushTeeth.cs @@ -16,6 +16,7 @@ using TMPro; public class BrushTeeth : MonoBehaviour { private GameManager gameManager; + private StorylineManager storylineManager; public Slider progressBar; // Reference to the Slider (progress bar) public float progressTime = 5f; // Time for the progress bar to complete @@ -38,6 +39,8 @@ public class BrushTeeth : MonoBehaviour void Start() { + storylineManager = FindObjectOfType(); + grabInteractable = GetComponent(); if (grabInteractable == null) @@ -124,11 +127,13 @@ public class BrushTeeth : MonoBehaviour GameManager.Instance.BrushTeethTaskComplete(); - storyPanelUI.SetActive(true); - storyText.text = "I should be fresh enough to go to school now..."; + 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..."; // Clear the text after a delay - StartCoroutine(ClearMessageAfterSeconds(7f)); + //StartCoroutine(ClearMessageAfterSeconds(7f)); Debug.Log("Progress completed!"); }