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/* Game Story Flow: - - Player cleans room while waiting for parents to leave - - The door unlocks after room is cleaned and explored and player either sweeps floor or brushes teeth - - - */ /// - /// singleton pattern: define instance field for accessing the singleton elsewhere + /// Define instance field for accessing the singleton elsewhere /// public static GameManager Instance; - /// - /// Trackable Task Completions - /// + + // Trackable Task Completions private bool bedroomCleaned = false; private bool teethBrushed = false; private bool floorSweeped = false; /// - /// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances + /// Checks if tasks are completed + /// + public bool IsBedroomCleaned() { return bedroomCleaned; } + public bool IsTeethBrushed() { return teethBrushed; } + public bool IsFloorSweeped() { return floorSweeped; } + + /// + /// Enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances /// private void Awake() { @@ -60,15 +61,36 @@ public class GameManager : MonoBehaviour { } + + // 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; + } + } diff --git a/Game/Assets/Scripts/LeaveHouseTrigger.cs b/Game/Assets/Scripts/LeaveHouseTrigger.cs new file mode 100644 index 0000000..ce984e2 --- /dev/null +++ b/Game/Assets/Scripts/LeaveHouseTrigger.cs @@ -0,0 +1,54 @@ +/* +Author: Reza +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 +{ + public GameManager gameManager; + + // Name of the next scene + public string nextSceneName; + public GameObject confirmationPanel; + public TMP_Text warningText; + + // Start is called before the first frame update + void Start() + { + confirmationPanel.SetActive(false); + warningText.text = ""; + } + + private void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Player")) + { + ShowConfirmationButtons(); + } + } + + void ShowConfirmationButtons() + { + confirmationPanel.SetActive(true); + warningText.text = "Am I sure I want to leave the house? 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