game: first task story line complete. sound and text all done.

This commit is contained in:
rezazfn 2025-02-09 20:47:12 +08:00
parent debb125d22
commit 2395fcf806
5 changed files with 267 additions and 42 deletions

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@ -6,6 +6,7 @@ Description: To track if cleaning/exploring bedroom task is done before allowing
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.ProBuilder.Shapes; using UnityEngine.ProBuilder.Shapes;
using UnityEngine.XR.Interaction.Toolkit.Interactables; using UnityEngine.XR.Interaction.Toolkit.Interactables;
@ -13,13 +14,16 @@ using UnityEngine.XR.Interaction.Toolkit;
public class BedroomTask : MonoBehaviour public class BedroomTask : MonoBehaviour
{ {
[Header("Task Requirement Values")]
// To track how much trash has been collected so far // To track how much trash has been collected so far
public int trashCollected = 0; public int trashCollected = 0;
// Defines how much trash is needed to collect in order to unlock the door // Defines how much trash is needed to collect in order to unlock the door
public int trashRequired = 10; public int trashRequired = 10;
// Defines the door // Defines the door
[Header("Door to Unlock")]
public GameObject door; public GameObject door;
// Defines the grab interactable to know when the door is grabbed // Defines the grab interactable to know when the door is grabbed
@ -32,13 +36,19 @@ public class BedroomTask : MonoBehaviour
private Rigidbody doorRigidbody; private Rigidbody doorRigidbody;
// Defines UI references // Defines UI references
[Header("UI References")]
public GameObject lockedDoorUI; public GameObject lockedDoorUI;
public GameObject unlockedDoorUI; public GameObject unlockedDoorUI;
public GameObject storyPanelUI;
public TMP_Text storyText;
// Defines Audio References // Defines Audio References
[Header("Audio References")]
public AudioSource audioSource; public AudioSource audioSource;
public AudioClip lockedSound; public AudioClip lockedSound;
public AudioClip unlockedSound; public AudioClip unlockedSound;
public AudioClip footstepsSound;
public AudioClip doorSlamSound;
void Start() void Start()
{ {
@ -68,6 +78,15 @@ public class BedroomTask : MonoBehaviour
LockDoor(); LockDoor();
} }
} }
if (storyPanelUI != null && storyText != null)
{
storyPanelUI.SetActive(true);
storyText.text = "My parents are still home... I should clean up first.";
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
}
} }
// Functions when trash is collected/thrown // Functions when trash is collected/thrown
@ -80,14 +99,10 @@ public class BedroomTask : MonoBehaviour
// If player has collected/thrown required amount of trash // If player has collected/thrown required amount of trash
if (trashCollected >= trashRequired) if (trashCollected >= trashRequired)
{ {
// Play sound only if no other sound is currently playing Debug.Log("Trash requirement met! Starting sound sequence...");
if (!audioSource.isPlaying)
{
audioSource.PlayOneShot(unlockedSound);
}
// Call unlocking door function // Call unlocking door function/sequence
UnlockDoor(); StartCoroutine(PlaySoundSequence());
} }
} }
@ -122,7 +137,7 @@ public class BedroomTask : MonoBehaviour
doorRigidbody.isKinematic = false; doorRigidbody.isKinematic = false;
// Unfreezes door to let it open // Unfreezes door to let it open
doorRigidbody.constraints = RigidbodyConstraints.None; // Removes restrictions doorRigidbody.constraints = RigidbodyConstraints.None;
} }
// Ensure collider is not null // Ensure collider is not null
@ -168,6 +183,26 @@ public class BedroomTask : MonoBehaviour
return trashCollected >= trashRequired; return trashCollected >= trashRequired;
} }
private IEnumerator PlaySoundSequence()
{
Debug.Log("Starting PlaySoundSequence...");
// Play footsteps of parents walking away
audioSource.PlayOneShot(footstepsSound);
yield return new WaitForSeconds(footstepsSound.length);
// Play a door slam after the footsteps clip ends
audioSource.PlayOneShot(doorSlamSound);
yield return new WaitForSeconds(doorSlamSound.length);
// 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.";
storyPanelUI.SetActive(true);
StartCoroutine(HideMessageAfterSeconds(storyPanelUI, 10f));
}
// Function to hide the UI after a delay // Function to hide the UI after a delay
private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay) private IEnumerator HideMessageAfterSeconds(GameObject uiElement, float delay)
{ {

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@ -60,4 +60,9 @@ public class GameManager : MonoBehaviour
{ {
} }
public void BedroomTaskComplete()
{
bedroomCleaned = true;
}
} }

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@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TaskManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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