diff --git a/Game/Assets/Scripts/BroomSweeping.cs b/Game/Assets/Scripts/BroomSweeping.cs index 5fdb0b9..64ab763 100644 --- a/Game/Assets/Scripts/BroomSweeping.cs +++ b/Game/Assets/Scripts/BroomSweeping.cs @@ -36,7 +36,7 @@ public class BroomSweeping : MonoBehaviour if (dirtSweepCount < dirtRequired || _taskCompleted) return; _taskCompleted = true; - GameManager.Instance.FloorSweepedTaskComplete(); + GameManager.Instance.FloorSweptTaskComplete(); storyPanelUI.SetActive(true); storyText.text = "I hope the house is clean enough now so I don't get scolded later..."; diff --git a/Game/Assets/Scripts/CanvasFade.cs b/Game/Assets/Scripts/CanvasFade.cs index 239073b..3cb5baf 100644 --- a/Game/Assets/Scripts/CanvasFade.cs +++ b/Game/Assets/Scripts/CanvasFade.cs @@ -18,7 +18,7 @@ public class CanvasFade : MonoBehaviour { if (GameManager.Instance != null) { - var dayNumber = GameManager.Instance.currentDay; + var dayNumber = GameManager.Instance.CurrentDay; dayText.text = "Day " + dayNumber; } diff --git a/Game/Assets/Scripts/DayIncrementPlaygroundScript.cs b/Game/Assets/Scripts/DayIncrementPlaygroundScript.cs index b976ade..5dbabd3 100644 --- a/Game/Assets/Scripts/DayIncrementPlaygroundScript.cs +++ b/Game/Assets/Scripts/DayIncrementPlaygroundScript.cs @@ -32,11 +32,11 @@ public class DayIncrementPlaygroundScript : MonoBehaviour Debug.Log("initialisation wait..."); yield return new WaitForSeconds(3); - Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}"); + Debug.Log($"hello vro, day is {GameManager.Instance.CurrentDay}"); // get game manager and then increment the day GameManager.Instance.IncrementDay(); - Debug.Log($"post-increment day is {GameManager.Instance.currentDay}"); + Debug.Log($"post-increment day is {GameManager.Instance.CurrentDay}"); // change to the next scene // ReSharper disable once Unity.LoadSceneDisabledSceneName @@ -48,7 +48,7 @@ public class DayIncrementPlaygroundScript : MonoBehaviour Debug.Log("initialisation wait..."); yield return new WaitForSeconds(3); - Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}"); + Debug.Log($"hello vro, day is {GameManager.Instance.CurrentDay}"); } yield return 0; diff --git a/Game/Assets/Scripts/GameManager.cs b/Game/Assets/Scripts/GameManager.cs index 4199cec..e23115c 100644 --- a/Game/Assets/Scripts/GameManager.cs +++ b/Game/Assets/Scripts/GameManager.cs @@ -1,5 +1,5 @@ /* - * Author: Reza and Wai Lam + * Author: Reza, Wai Lam, Mark * Date: 3/2/25 * Description: To keep track of tasks, which level the player is at, and game mechanics */ @@ -22,23 +22,23 @@ public class GameManager : MonoBehaviour public TMP_Text storyText; // Queue for managing messages - private readonly Queue messageQueue = new(); - private bool bedroomCleaned; - private bool floorSweeped; + private readonly Queue _messageQueue = new(); + private bool _bedroomCleaned; + private bool _floorSwept; // Tracks GoToSchool task status - private bool goToSchool; + private bool _goToSchool; - private bool hasIncrementedToday; - private bool isMessageActive; + private bool _hasIncrementedToday; + private bool _isMessageActive; - private string lastSceneName; - private bool teethBrushed; + private string _lastSceneName; + private bool _teethBrushed; // current day, publicly readable, privately settable // for public access, setting is a no-op - public int currentDay { get; private set; } = 1; + public int CurrentDay { get; private set; } = 1; /// /// Enforces singleton behavior; sets doesn't destroy on load and checks for multiple instances @@ -62,7 +62,7 @@ public class GameManager : MonoBehaviour } Debug.Log($"game manager ({GetInstanceID()}) is initialising itself!"); - currentDay = 1; + CurrentDay = 1; // Try to find UI elements if not set if (storyPanelUI == null) storyPanelUI = GameObject.Find("StoryPanelUI"); @@ -76,9 +76,9 @@ public class GameManager : MonoBehaviour private void Update() { // Continuously check and display queued messages - if (!isMessageActive && messageQueue.Count > 0) + if (!_isMessageActive && _messageQueue.Count > 0) { - var nextMessage = messageQueue.Dequeue(); + var nextMessage = _messageQueue.Dequeue(); StartCoroutine(DisplayMessage(nextMessage)); } } @@ -88,30 +88,31 @@ public class GameManager : MonoBehaviour /// public bool IsBedroomCleaned() { - return bedroomCleaned; + return _bedroomCleaned; } public bool IsTeethBrushed() { - return teethBrushed; + return _teethBrushed; } - public bool IsFloorSweeped() + public bool IsFloorSwept() { - return floorSweeped; + return _floorSwept; } public bool IsGoToSchool() { - return goToSchool; + return _goToSchool; } /// /// Queues a message to be displayed /// + // ReSharper disable once MemberCanBePrivate.Global public void QueueMessage(string message) { - messageQueue.Enqueue(message); + _messageQueue.Enqueue(message); } /// @@ -119,80 +120,82 @@ public class GameManager : MonoBehaviour /// private IEnumerator DisplayMessage(string message) { - isMessageActive = true; + _isMessageActive = true; storyPanelUI.SetActive(true); storyText.text = message; yield return new WaitForSeconds(7f); // Wait for 7 seconds before hiding storyPanelUI.SetActive(false); - isMessageActive = false; + _isMessageActive = false; } - // Logs player's choices before leaving the house (for future Firebase tracking) + // log the players choices before leaving the house (for future Firebase tracking) public void LogPlayerChoices() { Debug.Log("Player is trying to leave the house. Task Completion Status:"); - Debug.Log("Bedroom Cleaned: " + bedroomCleaned); - Debug.Log("Teeth Brushed: " + teethBrushed); - Debug.Log("Floor Sweeped: " + floorSweeped); - Debug.Log("Go To School: " + goToSchool); + Debug.Log("Bedroom Cleaned: " + _bedroomCleaned); + Debug.Log("Teeth Brushed: " + _teethBrushed); + Debug.Log("Floor Swept: " + _floorSwept); + Debug.Log("Go To School: " + _goToSchool); } // Checks if all tasks are done before player can go to school + // ReSharper disable once MemberCanBePrivate.Global public void AreTasksDone() { - if (bedroomCleaned && teethBrushed && floorSweeped) + if (_bedroomCleaned && _teethBrushed && _floorSwept) QueueMessage("I think I did everything... I think I can leave for school now"); } - // mark : u can track whether they want to do their tasks, some people may be unmoticvated to - // do the tasks in game, then we can ask them irl why they didnt do the task + // mark: 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 bedroom is cleaned or not + // Tracks if the bedroom is cleaned or not public void BedroomTaskComplete() { - bedroomCleaned = true; + _bedroomCleaned = true; AreTasksDone(); } - // Tracks if teeth is brushed or not + // Tracks if teeth are brushed or not public void BrushTeethTaskComplete() { - teethBrushed = true; + _teethBrushed = true; AreTasksDone(); } - // Tracks if floor is sweeped or not - public void FloorSweepedTaskComplete() + // Tracks if the floor has been swept or not + public void FloorSweptTaskComplete() { - floorSweeped = true; + _floorSwept = true; AreTasksDone(); } public void GoToSchoolTaskComplete() { - goToSchool = true; + _goToSchool = true; } // Increments the current day by 1 public void IncrementDay() { - if (hasIncrementedToday) return; // Prevents multiple increments - hasIncrementedToday = true; + if (_hasIncrementedToday) return; // Prevents multiple increments + _hasIncrementedToday = true; - currentDay++; - Debug.Log("Day incremented to: " + currentDay); - if (currentDay > 3) LoadCallingScene(); + CurrentDay++; + Debug.Log("Day incremented to: " + CurrentDay); + if (CurrentDay > 3) LoadCallingScene(); } private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { - hasIncrementedToday = false; // Allows the day to be incremented again in the next transition + _hasIncrementedToday = false; // Allows the day to be incremented again in the next transition } // Loads the callingChoice scene when Day 3 is completed private void LoadCallingScene() { Debug.Log("Loading Calling Scene: callingChoice"); - SceneManager.LoadScene("CallingChoice"); + Debug.LogError("not ready yet"); + // FIXME: SceneManager.LoadScene("CallingChoice"); } } \ No newline at end of file