finall dda update all working YESSSSS
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10 changed files with 5964 additions and 45 deletions
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5312
Game/Assets/Scenes/test.unity
Normal file
5312
Game/Assets/Scenes/test.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Game/Assets/Scenes/test.unity.meta
Normal file
7
Game/Assets/Scenes/test.unity.meta
Normal file
|
@ -0,0 +1,7 @@
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|
@ -35,6 +35,9 @@ public class GameManager : MonoBehaviour
|
|||
private string _lastSceneName;
|
||||
private bool _teethBrushed;
|
||||
|
||||
public AuthManager authManager; // Add this line to the GameManager
|
||||
|
||||
|
||||
// current day, publicly readable, privately settable
|
||||
|
||||
// for public access, setting is a no-op
|
||||
|
@ -149,11 +152,15 @@ public class GameManager : MonoBehaviour
|
|||
// for mark (backend): u can track whether they want to do their tasks, some people may be unmotivated to
|
||||
// do the tasks in game, then we can ask them irl why they didn't do the task
|
||||
|
||||
// Tracks if the bedroom is cleaned or not
|
||||
// Tracks if the bedroom is cleaned or not
|
||||
public void BedroomTaskComplete()
|
||||
{
|
||||
_bedroomCleaned = true;
|
||||
AreTasksDone();
|
||||
|
||||
// Call AuthManager to update the Firebase database
|
||||
//authManager.UpdateTaskStatus("Day1", "clean room", true); // Example: Update "clean room" task to completed
|
||||
}
|
||||
|
||||
// Tracks if teeth are brushed or not
|
||||
|
@ -161,6 +168,9 @@ public class GameManager : MonoBehaviour
|
|||
{
|
||||
_teethBrushed = true;
|
||||
AreTasksDone();
|
||||
|
||||
// Call AuthManager to update the Firebase database
|
||||
//authManager.UpdateTaskStatus("Day1", "Brush teeth", true); // Update "Brush teeth" task to completed
|
||||
}
|
||||
|
||||
// Tracks if the floor has been swept or not
|
||||
|
@ -168,11 +178,18 @@ public class GameManager : MonoBehaviour
|
|||
{
|
||||
_floorSwept = true;
|
||||
AreTasksDone();
|
||||
|
||||
// Call AuthManager to update the Firebase database
|
||||
authManager.UpdateTaskStatus("Day1", "Sweep floor", true); // Update "Sweep floor" task to completed
|
||||
}
|
||||
|
||||
|
||||
public void GoToSchoolTaskComplete()
|
||||
{
|
||||
_goToSchool = true;
|
||||
|
||||
// Call AuthManager to update the Firebase database
|
||||
authManager.UpdateTaskStatus("Day2", "go to school", true); // Update "go to school" task to completed
|
||||
}
|
||||
|
||||
// Increments the current day by 1
|
||||
|
|
|
@ -17,6 +17,8 @@ public class PhoneInteraction : MonoBehaviour
|
|||
private bool _choiceMade;
|
||||
private bool _phonePickedUp;
|
||||
|
||||
public AuthManager authManager;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Ensure AudioSource is available
|
||||
|
@ -63,6 +65,10 @@ public class PhoneInteraction : MonoBehaviour
|
|||
Debug.Log("Phone Answered! Loading GoodEnding...");
|
||||
choiceUI.SetActive(false);
|
||||
SceneManager.LoadScene("GoodEnding");
|
||||
|
||||
authManager.UpdatePickupCallStatus(true); // Call the function to update Firebase
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void DeclineCall()
|
||||
|
@ -71,5 +77,8 @@ public class PhoneInteraction : MonoBehaviour
|
|||
Debug.Log("Call Declined! Loading BadEnding...");
|
||||
choiceUI.SetActive(false);
|
||||
SceneManager.LoadScene("BadEnding");
|
||||
|
||||
authManager.UpdatePickupCallStatus(false); // Call the function to update Firebase
|
||||
|
||||
}
|
||||
}
|
|
@ -1,6 +1,3 @@
|
|||
|
||||
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -34,14 +31,35 @@ public class AuthManager : MonoBehaviour
|
|||
public TMP_InputField passwordRegisterVerifyField;
|
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public TMP_Text warningRegisterText;
|
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|
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|
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void Awake()
|
||||
{
|
||||
if (FindObjectOfType<AuthManager>() != this)
|
||||
{
|
||||
Destroy(gameObject); // Ensure only one instance exists
|
||||
return;
|
||||
}
|
||||
|
||||
DontDestroyOnLoad(gameObject); // Make this object persistent
|
||||
|
||||
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
|
||||
{
|
||||
dependencyStatus = task.Result;
|
||||
if (dependencyStatus == DependencyStatus.Available)
|
||||
{
|
||||
InitializeFirebase();
|
||||
|
||||
// Remove the automatic login check
|
||||
// Do not log in automatically even if the user is authenticated
|
||||
// Just log the current user status for debugging or later use
|
||||
if (auth.CurrentUser != null)
|
||||
{
|
||||
Debug.Log("User is already authenticated: " + auth.CurrentUser.Email);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No user is currently logged in.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -50,6 +68,7 @@ public class AuthManager : MonoBehaviour
|
|||
});
|
||||
}
|
||||
|
||||
|
||||
private void InitializeFirebase()
|
||||
{
|
||||
Debug.Log("Setting up Firebase Auth and Database");
|
||||
|
@ -95,9 +114,13 @@ public class AuthManager : MonoBehaviour
|
|||
Debug.LogFormat("User signed in successfully: {0} ({1})", User.DisplayName, User.Email);
|
||||
warningLoginText.text = "";
|
||||
confirmLoginText.text = "Logged In";
|
||||
|
||||
// ✅ Load the main game scene
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("2"); // Change "GameScene" to your target scene
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private IEnumerator Register(string _email, string _password, string _username)
|
||||
{
|
||||
if (_username == "")
|
||||
|
@ -112,6 +135,7 @@ public class AuthManager : MonoBehaviour
|
|||
{
|
||||
Task<AuthResult> RegisterTask = auth.CreateUserWithEmailAndPasswordAsync(_email, _password);
|
||||
yield return new WaitUntil(() => RegisterTask.IsCompleted);
|
||||
|
||||
if (RegisterTask.Exception != null)
|
||||
{
|
||||
Debug.LogWarning($"Failed to register task with {RegisterTask.Exception}");
|
||||
|
@ -145,25 +169,24 @@ public class AuthManager : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
UserStats newUserStats = new UserStats();
|
||||
StartCoroutine(SaveUserData(_username, User.UserId, _password, newUserStats));
|
||||
// ✅ Save user data to Firebase after username is successfully set
|
||||
StartCoroutine(SaveUserData(_username, User.UserId, _password));
|
||||
|
||||
warningRegisterText.text = "";
|
||||
//UIManager.instance.LoginScreen();
|
||||
//UIManager.instance.LoginScreen(); // Uncomment if you have a UI transition
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Use userId (authManager.User.UserId) to store data
|
||||
private IEnumerator SaveUserData(string username, string uid, string password, UserStats userStats)
|
||||
// Use userId (authManager.User.UserId) to store data
|
||||
private IEnumerator SaveUserData(string username, string uid, string password)
|
||||
{
|
||||
// Convert UserStats object to a dictionary dynamically
|
||||
var statsData = userStats.ToDictionary();
|
||||
|
||||
var playerData = new Dictionary<string, object>
|
||||
{
|
||||
{ "stat", statsData }, // Use the dynamic stats dictionary here
|
||||
{ "player_info", new Dictionary<string, object>
|
||||
{
|
||||
{ "username", username },
|
||||
|
@ -175,17 +198,31 @@ public class AuthManager : MonoBehaviour
|
|||
{
|
||||
{ "Day1", new Dictionary<string, object>
|
||||
{
|
||||
{ "tasks", new List<string> { "clean room", "go to school" } }
|
||||
{ "tasks", new List<Dictionary<string, object>>
|
||||
{
|
||||
new Dictionary<string, object> { { "task", "clean room" }, { "completed", false } },
|
||||
new Dictionary<string, object> { { "task", "Brush teeth" }, { "completed", false } },
|
||||
new Dictionary<string, object> { { "task", "Sweep floor" }, { "completed", false } }
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{ "Day2", new Dictionary<string, object>
|
||||
{
|
||||
{ "tasks", new List<string> { "go to school" } }
|
||||
{ "tasks", new List<Dictionary<string, object>>
|
||||
{
|
||||
new Dictionary<string, object> { { "task", "go to school" }, { "completed", false } }
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{ "Day3", new Dictionary<string, object>
|
||||
{
|
||||
{ "tasks", new List<string> { "picks up call" } }
|
||||
{ "tasks", new List<Dictionary<string, object>>
|
||||
{
|
||||
new Dictionary<string, object> { { "task", "picks up call" }, { "pickupcall", false } }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -204,12 +241,68 @@ public class AuthManager : MonoBehaviour
|
|||
{
|
||||
Debug.Log("Player data saved successfully.");
|
||||
}
|
||||
} }
|
||||
|
||||
internal class UserStats
|
||||
{
|
||||
internal object ToDictionary()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
public void UpdateTaskStatus(string day, string taskName, bool isCompleted)
|
||||
{
|
||||
if (auth.CurrentUser != null)
|
||||
{
|
||||
string uid = auth.CurrentUser.UserId; // Get the current user's UID
|
||||
|
||||
// Reference the correct day and task in Firebase
|
||||
var taskUpdate = new Dictionary<string, object>
|
||||
{
|
||||
{ "completed", isCompleted }
|
||||
};
|
||||
|
||||
dbReference.Child("Players").Child(uid).Child(day).Child("tasks")
|
||||
.Child(taskName).UpdateChildrenAsync(taskUpdate).ContinueWith(task =>
|
||||
{
|
||||
if (task.Exception != null)
|
||||
{
|
||||
Debug.LogWarning($"Failed to update task status: {task.Exception}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"Task {taskName} on {day} updated to completed.");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// The UpdatePickupCallStatus method should be placed outside the other methods in your AuthManager class
|
||||
|
||||
public void UpdatePickupCallStatus(bool pickupCallStatus)
|
||||
{
|
||||
if (auth.CurrentUser != null)
|
||||
{
|
||||
string uid = auth.CurrentUser.UserId; // Get the current user's UID
|
||||
|
||||
// Reference the correct day and task in Firebase
|
||||
var pickupCallUpdate = new Dictionary<string, object>
|
||||
{
|
||||
{ "pickupcall", pickupCallStatus }
|
||||
};
|
||||
|
||||
// Update the pickupcall status for Day 3
|
||||
dbReference.Child("Players").Child(uid).Child("Day3").Child("tasks")
|
||||
.Child("picks up call").UpdateChildrenAsync(pickupCallUpdate).ContinueWith(task =>
|
||||
{
|
||||
if (task.Exception != null)
|
||||
{
|
||||
Debug.LogWarning($"Failed to update pickupcall status: {task.Exception}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"pickupcall status updated to {pickupCallStatus}.");
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No user is currently authenticated.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -14,6 +14,9 @@ EditorBuildSettings:
|
|||
- enabled: 0
|
||||
path: Assets/Scenes/Testing Scenes/Wai Lam's interaction.unity
|
||||
guid: 66fe0e94fa29b1f4fb504e90cf59f1a2
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/test.unity
|
||||
guid: d5d710c83ba9c4bc9a3cb137c74bca51
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/Testing Scenes/isaac interaction.unity
|
||||
guid: 0918c8f89e6184c5caed264887eabbb4
|
||||
|
|
Loading…
Add table
Reference in a new issue