diff --git a/Game/Assets/Scenes/House.unity b/Game/Assets/Scenes/House.unity
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m_AddedGameObjects: []
m_AddedComponents: []
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diff --git a/Game/Assets/Scripts/BedroomTask.cs b/Game/Assets/Scripts/BedroomTask.cs
index 957be51..4981628 100644
--- a/Game/Assets/Scripts/BedroomTask.cs
+++ b/Game/Assets/Scripts/BedroomTask.cs
@@ -213,7 +213,7 @@ public class BedroomTask : MonoBehaviour
yield return new WaitForSeconds(doorSlamSound.length);
- PostProcessingManager.Instance.StopEffect();
+ PostProcessingManager.Instance.StopEffect("Panic");
// Clear the "!!!"
storyText.text = "";
diff --git a/Game/Assets/Scripts/GameManager.cs b/Game/Assets/Scripts/GameManager.cs
index 95d7fc8..216158c 100644
--- a/Game/Assets/Scripts/GameManager.cs
+++ b/Game/Assets/Scripts/GameManager.cs
@@ -1,4 +1,4 @@
-/*
+ /*
Author: Reza
Date: 3/2/25
Description: To keep track of tasks, which level the player is at, and game mechanics
@@ -11,26 +11,27 @@ using TMPro;
public class GameManager : MonoBehaviour
{
- /* 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? I might not have completed everything...";
+ }
+
+ public void ConfirmLeave()
+ {
+ GameManager.Instance.LogPlayerChoices();
+ SceneManager.LoadScene(nextSceneName);
+ }
+
+ public void CancelLeave()
+ {
+ confirmationPanel.SetActive(false);
+ }
+
+}
\ No newline at end of file
diff --git a/Game/Assets/Scripts/LeaveHouseTrigger.cs.meta b/Game/Assets/Scripts/LeaveHouseTrigger.cs.meta
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index 0000000..3555779
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@@ -0,0 +1,11 @@
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