game(scripts): standardise LeaveHouseTrigger

This commit is contained in:
Mark Joshwel 2025-02-15 00:35:15 +08:00
parent e766ac354a
commit 5b8b7a6a1e

View file

@ -1,69 +1,65 @@
/*
Author: Reza, Wai Lam, Mark
Date: 10/2/25
Description: Verifies whether tasks in the house are completed before going to the next scene
*/
* Author: Reza, Wai Lam, Mark
* Date: 10/2/25
* Description: Verifies whether tasks in the house are completed before going to the next scene
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LeaveHouseTrigger : MonoBehaviour
{
// Name of the next scene
public string nextSceneName;
public string Day3;
public GameObject confirmationPanel;
public string day3;
public GameObject confirmationPanel;
public TMP_Text warningText;
public GameObject warningPanel;
// Start is called before the first frame update
void Start()
private void Start()
{
confirmationPanel.SetActive(false);
warningText.text = "";
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
ShowConfirmationButtons();
}
if (other.CompareTag("Player")) ShowConfirmationButtons();
}
void ShowConfirmationButtons()
private void ShowConfirmationButtons()
{
// FIXED: possibly refer to purely GameManager.Instance instead of any
// early-bound reference to GameManager because the game manager might
// early bound reference to GameManager because the game manager might
// not have died fast enough for other scripts to refer to the new
// GameManager instance
// keeping this here for future ref
// --mark
Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.currentDay);
confirmationPanel.SetActive(true);
warningPanel.SetActive(true);
Debug.Log("Current Day is: " + GameManager.Instance.currentDay);
if (GameManager.Instance.currentDay == 1)
{
Debug.Log("Setting text for Day 1");
warningText.text = "Should I leave the house? I might not have completed everything...";
}
else if (GameManager.Instance.currentDay == 2)
Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.CurrentDay);
confirmationPanel.SetActive(true);
warningPanel.SetActive(true);
Debug.Log("Current Day is: " + GameManager.Instance.CurrentDay);
switch (GameManager.Instance.CurrentDay)
{
Debug.Log("Setting text for Day 2");
warningText.text = "Do I even want to go to school...";
case 1:
Debug.Log("Setting text for Day 1");
warningText.text = "Should I leave the house? I might not have completed everything...";
break;
case 2:
Debug.Log("Setting text for Day 2");
warningText.text = "Do I even want to go to school...";
break;
}
StartCoroutine(HideWarningPanelAfterDelay(7f)); // can change how long you want the text to show for
// can change how long you want the text to show for
StartCoroutine(HideWarningPanelAfterDelay(7f));
}
IEnumerator HideWarningPanelAfterDelay(float delay)
private IEnumerator HideWarningPanelAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
warningPanel.SetActive(false);
@ -72,19 +68,20 @@ public class LeaveHouseTrigger : MonoBehaviour
public void ConfirmLeave()
{
// Log player choices
GameManager.Instance.LogPlayerChoices();
GameManager.Instance.LogPlayerChoices();
// Load the next scene directly without needing to set the last scene
SceneManager.LoadScene(nextSceneName);
}
public void CancelLeave()
{
if (GameManager.Instance.currentDay == 2)
if (GameManager.Instance.CurrentDay == 2)
{
GameManager.Instance.IncrementDay();
SceneManager.LoadScene(Day3);
SceneManager.LoadScene(day3);
}
confirmationPanel.SetActive(false);
warningPanel.SetActive(true);
}