game: interim to proper build

This commit is contained in:
Mark Joshwel 2025-02-16 23:04:51 +08:00
parent 6ed56e2e58
commit 352f132e10
7 changed files with 182 additions and 24 deletions

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@ -266552,7 +266657,7 @@ MonoBehaviour:
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storyPanelUI: {fileID: 1431178180}
storyText: {fileID: 1809346053}
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@ -195,7 +195,8 @@ public class GameManager : MonoBehaviour
private void LoadCallingScene()
{
Debug.Log("Loading Calling Scene: callingChoice");
Debug.LogError("not ready yet");
// Debug.LogError("not ready yet");
// FIXME: SceneManager.LoadScene("CallingChoice");
SceneManager.LoadScene("EndingChoice");
}
}

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@ -30,7 +30,8 @@ public class GoToSchool : MonoBehaviour
public TMP_Text storyText;
[Header("Triggers")] public Collider parkPondTrigger; // Assign in Inspector
[Header("Triggers")]
public GameObject parkPondTrigger; // Assign in Inspector
public Collider schoolTrigger; // Assign in Inspector
@ -93,29 +94,40 @@ public class GoToSchool : MonoBehaviour
}
}
private void Start()
{
// override the park pond trigger collider's OnTriggerEnter method
// very hacky, beware!
if (!parkPondTrigger)
throw new System.Exception("park pond trigger not assigned in inspector");
// get the TriggerFunctionRemapper component
var triggerFunctionRemapper = parkPondTrigger.GetComponent<TriggerFunctionRemapper>();
if (triggerFunctionRemapper == null)
throw new System.Exception("TriggerFunctionRemapper not found on park pond trigger");
// // get the Collider component of the park pond trigger
// var parkPondTriggerCollider = parkPondTrigger.GetComponent<Collider>();
// then override the OnTriggerEnter method
triggerFunctionRemapper.Remap((other) =>
{
// if not day 2, don't do anything
if (_gameManager.CurrentDay != 2) return;
Debug.Log("Triggered by: " + other.gameObject.name);
_atPond = true;
StartCoroutine(StayAtPond());
});
}
private void OnTriggerEnter(Collider other)
{
Debug.Log("Triggered by: " + other.gameObject.name);
switch (_gameManager.CurrentDay)
{
// Player arrives at the pond first
// if (!atPond && other == parkPondTrigger)
case 2 when !_atPond && other == parkPondTrigger:
_atPond = true;
StartCoroutine(StayAtPond());
break;
// if (atPond && other == schoolTrigger)
// Normal case for Day 1
case 2 when _atPond && other == schoolTrigger:
case 1:
{
_hasTriggered = true;
StartCoroutine(FadeInAndLoadScene());
_gameManager.GoToSchoolTaskComplete();
_gameManager.IncrementDay();
break;
}
}
_hasTriggered = true;
StartCoroutine(FadeInAndLoadScene());
_gameManager.GoToSchoolTaskComplete();
_gameManager.IncrementDay();
}
private IEnumerator ClearMessageAfterSeconds(float delay)

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