game(scripts): update references
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587e6a1c6e
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4 changed files with 52 additions and 49 deletions
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@ -36,7 +36,7 @@ public class BroomSweeping : MonoBehaviour
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if (dirtSweepCount < dirtRequired || _taskCompleted) return;
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_taskCompleted = true;
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GameManager.Instance.FloorSweepedTaskComplete();
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GameManager.Instance.FloorSweptTaskComplete();
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storyPanelUI.SetActive(true);
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storyText.text = "I hope the house is clean enough now so I don't get scolded later...";
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@ -18,7 +18,7 @@ public class CanvasFade : MonoBehaviour
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{
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if (GameManager.Instance != null)
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{
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var dayNumber = GameManager.Instance.currentDay;
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var dayNumber = GameManager.Instance.CurrentDay;
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dayText.text = "Day " + dayNumber;
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}
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@ -32,11 +32,11 @@ public class DayIncrementPlaygroundScript : MonoBehaviour
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Debug.Log("initialisation wait...");
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yield return new WaitForSeconds(3);
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Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}");
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Debug.Log($"hello vro, day is {GameManager.Instance.CurrentDay}");
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// get game manager and then increment the day
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GameManager.Instance.IncrementDay();
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Debug.Log($"post-increment day is {GameManager.Instance.currentDay}");
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Debug.Log($"post-increment day is {GameManager.Instance.CurrentDay}");
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// change to the next scene
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// ReSharper disable once Unity.LoadSceneDisabledSceneName
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@ -48,7 +48,7 @@ public class DayIncrementPlaygroundScript : MonoBehaviour
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Debug.Log("initialisation wait...");
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yield return new WaitForSeconds(3);
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Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}");
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Debug.Log($"hello vro, day is {GameManager.Instance.CurrentDay}");
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}
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yield return 0;
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@ -1,5 +1,5 @@
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/*
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* Author: Reza and Wai Lam
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* Author: Reza, Wai Lam, Mark
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* Date: 3/2/25
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* Description: To keep track of tasks, which level the player is at, and game mechanics
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*/
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@ -22,23 +22,23 @@ public class GameManager : MonoBehaviour
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public TMP_Text storyText;
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// Queue for managing messages
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private readonly Queue<string> messageQueue = new();
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private bool bedroomCleaned;
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private bool floorSweeped;
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private readonly Queue<string> _messageQueue = new();
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private bool _bedroomCleaned;
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private bool _floorSwept;
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// Tracks GoToSchool task status
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private bool goToSchool;
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private bool _goToSchool;
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private bool hasIncrementedToday;
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private bool isMessageActive;
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private bool _hasIncrementedToday;
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private bool _isMessageActive;
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private string lastSceneName;
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private bool teethBrushed;
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private string _lastSceneName;
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private bool _teethBrushed;
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// current day, publicly readable, privately settable
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// for public access, setting is a no-op
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public int currentDay { get; private set; } = 1;
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public int CurrentDay { get; private set; } = 1;
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/// <summary>
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/// Enforces singleton behavior; sets doesn't destroy on load and checks for multiple instances
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@ -62,7 +62,7 @@ public class GameManager : MonoBehaviour
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}
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Debug.Log($"game manager ({GetInstanceID()}) is initialising itself!");
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currentDay = 1;
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CurrentDay = 1;
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// Try to find UI elements if not set
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if (storyPanelUI == null) storyPanelUI = GameObject.Find("StoryPanelUI");
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@ -76,9 +76,9 @@ public class GameManager : MonoBehaviour
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private void Update()
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{
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// Continuously check and display queued messages
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if (!isMessageActive && messageQueue.Count > 0)
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if (!_isMessageActive && _messageQueue.Count > 0)
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{
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var nextMessage = messageQueue.Dequeue();
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var nextMessage = _messageQueue.Dequeue();
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StartCoroutine(DisplayMessage(nextMessage));
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}
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}
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@ -88,30 +88,31 @@ public class GameManager : MonoBehaviour
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/// </summary>
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public bool IsBedroomCleaned()
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{
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return bedroomCleaned;
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return _bedroomCleaned;
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}
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public bool IsTeethBrushed()
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{
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return teethBrushed;
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return _teethBrushed;
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}
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public bool IsFloorSweeped()
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public bool IsFloorSwept()
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{
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return floorSweeped;
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return _floorSwept;
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}
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public bool IsGoToSchool()
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{
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return goToSchool;
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return _goToSchool;
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}
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/// <summary>
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/// Queues a message to be displayed
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public void QueueMessage(string message)
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{
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messageQueue.Enqueue(message);
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_messageQueue.Enqueue(message);
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}
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/// <summary>
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@ -119,80 +120,82 @@ public class GameManager : MonoBehaviour
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/// </summary>
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private IEnumerator DisplayMessage(string message)
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{
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isMessageActive = true;
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_isMessageActive = true;
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storyPanelUI.SetActive(true);
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storyText.text = message;
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yield return new WaitForSeconds(7f); // Wait for 7 seconds before hiding
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storyPanelUI.SetActive(false);
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isMessageActive = false;
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_isMessageActive = false;
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}
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// Logs player's choices before leaving the house (for future Firebase tracking)
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// log the players choices before leaving the house (for future Firebase tracking)
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public void LogPlayerChoices()
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{
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Debug.Log("Player is trying to leave the house. Task Completion Status:");
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Debug.Log("Bedroom Cleaned: " + bedroomCleaned);
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Debug.Log("Teeth Brushed: " + teethBrushed);
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Debug.Log("Floor Sweeped: " + floorSweeped);
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Debug.Log("Go To School: " + goToSchool);
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Debug.Log("Bedroom Cleaned: " + _bedroomCleaned);
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Debug.Log("Teeth Brushed: " + _teethBrushed);
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Debug.Log("Floor Swept: " + _floorSwept);
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Debug.Log("Go To School: " + _goToSchool);
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}
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// Checks if all tasks are done before player can go to school
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// ReSharper disable once MemberCanBePrivate.Global
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public void AreTasksDone()
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{
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if (bedroomCleaned && teethBrushed && floorSweeped)
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if (_bedroomCleaned && _teethBrushed && _floorSwept)
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QueueMessage("I think I did everything... I think I can leave for school now");
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}
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// mark : u can track whether they want to do their tasks, some people may be unmoticvated to
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// do the tasks in game, then we can ask them irl why they didnt do the task
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// mark: u can track whether they want to do their tasks, some people may be unmotivated to
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// do the tasks in game, then we can ask them irl why they didn't do the task
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// Tracks if bedroom is cleaned or not
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// Tracks if the bedroom is cleaned or not
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public void BedroomTaskComplete()
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{
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bedroomCleaned = true;
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_bedroomCleaned = true;
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AreTasksDone();
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}
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// Tracks if teeth is brushed or not
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// Tracks if teeth are brushed or not
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public void BrushTeethTaskComplete()
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{
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teethBrushed = true;
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_teethBrushed = true;
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AreTasksDone();
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}
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// Tracks if floor is sweeped or not
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public void FloorSweepedTaskComplete()
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// Tracks if the floor has been swept or not
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public void FloorSweptTaskComplete()
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{
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floorSweeped = true;
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_floorSwept = true;
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AreTasksDone();
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}
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public void GoToSchoolTaskComplete()
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{
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goToSchool = true;
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_goToSchool = true;
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}
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// Increments the current day by 1
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public void IncrementDay()
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{
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if (hasIncrementedToday) return; // Prevents multiple increments
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hasIncrementedToday = true;
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if (_hasIncrementedToday) return; // Prevents multiple increments
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_hasIncrementedToday = true;
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currentDay++;
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Debug.Log("Day incremented to: " + currentDay);
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if (currentDay > 3) LoadCallingScene();
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CurrentDay++;
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Debug.Log("Day incremented to: " + CurrentDay);
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if (CurrentDay > 3) LoadCallingScene();
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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hasIncrementedToday = false; // Allows the day to be incremented again in the next transition
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_hasIncrementedToday = false; // Allows the day to be incremented again in the next transition
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}
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// Loads the callingChoice scene when Day 3 is completed
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private void LoadCallingScene()
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{
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Debug.Log("Loading Calling Scene: callingChoice");
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SceneManager.LoadScene("CallingChoice");
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Debug.LogError("not ready yet");
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// FIXME: SceneManager.LoadScene("CallingChoice");
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}
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}
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