game(scripts): standardise BedroomTask again

This commit is contained in:
Mark Joshwel 2025-02-15 00:25:14 +08:00
parent 87f7a7ac6f
commit 489798de72

View file

@ -5,20 +5,18 @@
*/ */
using System.Collections; using System.Collections;
using System.Diagnostics.CodeAnalysis;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit; using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables; using UnityEngine.XR.Interaction.Toolkit.Interactables;
[SuppressMessage("ReSharper", "GrammarMistakeInComment")]
public class BedroomTask : MonoBehaviour public class BedroomTask : MonoBehaviour
{ {
[Header("Task Requirement Values")] [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; public int trashCollected;
// Defines how much trash is needed to collect in order to unlock the door // Defines how much trash is needed to collect to unlock the door
public int trashRequired = 10; public int trashRequired = 10;
// Defines the door // Defines the door
@ -154,11 +152,11 @@ public class BedroomTask : MonoBehaviour
_doorCollider.enabled = false; _doorCollider.enabled = false;
} }
// Functions when door is unlocked // Functions when the door is unlocked
private void UnlockDoor() private void UnlockDoor()
{ {
// Ensure rigidbody is not null // Ensure rigidbody is not null
if (_doorRigidbody != null) if (_doorRigidbody)
{ {
// Allows door movement // Allows door movement
_doorRigidbody.isKinematic = false; _doorRigidbody.isKinematic = false;
@ -218,7 +216,7 @@ public class BedroomTask : MonoBehaviour
audioSource.PlayOneShot(footstepsSound); audioSource.PlayOneShot(footstepsSound);
yield return new WaitForSeconds(footstepsSound.length); yield return new WaitForSeconds(footstepsSound.length);
// Play a door slam after the footsteps clip ends // Play a door slam after the footstep clip ends
audioSource.PlayOneShot(doorSlamSound); audioSource.PlayOneShot(doorSlamSound);
yield return new WaitForSeconds(doorSlamSound.length); yield return new WaitForSeconds(doorSlamSound.length);