game(scripts): standardise
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1 changed files with 27 additions and 28 deletions
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/*
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/*
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Author: Reza
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* Author: Reza
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Date: 7/2/25
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* Date: 7/2/25
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Description: General script for any message triggering areas
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* Description: General script for any message triggering areas
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*/
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*/
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using TMPro;
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using UnityEngine;
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public class MessageTrigger : MonoBehaviour
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public class MessageTrigger : MonoBehaviour
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{
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{
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// Defines UI references
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// Defines UI references
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[Header("UI References")]
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[Header("UI References")] public GameObject storyPanelUI;
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public GameObject storyPanelUI;
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public TMP_Text storyText;
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public TMP_Text storyText;
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[Header("Message Settings")]
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[Header("Message Settings")]
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// Custom message for this trigger
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// Custom message for this trigger
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[TextArea(3, 5)] public string message;
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[TextArea(3, 5)]
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public string message;
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// How long the message stays on screen
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// How long the message stays on screen
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public float displayDuration = 5f;
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public float displayDuration = 5f;
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// Has message been triggered already or not
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// Has the message been triggered already or not?
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private bool messageTriggered = false;
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private bool _messageTriggered;
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private void OnTriggerEnter(Collider other)
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private void OnTriggerEnter(Collider other)
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{
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{
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// Shows up only if message has not been triggered and ensures only player triggers it
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// Shows up only if the message has not been triggered and ensures only player triggers it
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if (!messageTriggered && other.CompareTag("Player"))
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if (_messageTriggered || !other.CompareTag("Player")) return;
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{
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storyPanelUI.SetActive(true);
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storyText.text = message;
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StartCoroutine(HideMessageAfterSeconds(displayDuration));
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// Prevents message triggering again
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storyPanelUI.SetActive(true);
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messageTriggered = true;
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storyText.text = message;
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}
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StartCoroutine(HideMessageAfterSeconds(displayDuration));
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// Prevents a message triggering again
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_messageTriggered = true;
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}
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}
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private IEnumerator HideMessageAfterSeconds(float delay)
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private IEnumerator HideMessageAfterSeconds(float delay)
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