game: day 3 done (should be working)
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m_text: Should I leave the house? I might not have completed everything...
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message: I'm late to school, I don't have time to do anything
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- {fileID: 2019816215}
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|
@ -251,7 +251,7 @@ public class BedroomTask : MonoBehaviour
|
|||
yield return new WaitForSeconds(doorSlamSound.length);
|
||||
|
||||
// Stop the panic effect once the door slam sound ends
|
||||
PostProcessingManager.Instance.StopEffect("Panic");
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PostProcessingManager.Instance.StopEffect();
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// Clear the "!!!"
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storyText.text = "";
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|
|
37
Game/Assets/Scripts/Day3.cs
Normal file
37
Game/Assets/Scripts/Day3.cs
Normal file
|
@ -0,0 +1,37 @@
|
|||
/*
|
||||
Author: Reza
|
||||
Date: 13/2/25
|
||||
Description: Day 3 script that goes to the last scene after a certain amount of time
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Day3 : MonoBehaviour
|
||||
{
|
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// Time in seconds to wait before transitioning to the next scene
|
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public float timeToWait = 60f; // Change this to the desired wait time
|
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private float timer;
|
||||
public string NextScene;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Initialize timer
|
||||
timer = 0f;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Increment timer
|
||||
timer += Time.deltaTime;
|
||||
|
||||
// Check if the time has passed
|
||||
if (timer >= timeToWait)
|
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{
|
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// Call method to change the scene
|
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GameManager.Instance.IncrementDay();
|
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}
|
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}
|
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}
|
11
Game/Assets/Scripts/Day3.cs.meta
Normal file
11
Game/Assets/Scripts/Day3.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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32
Game/Assets/Scripts/EffectTrigger.cs
Normal file
32
Game/Assets/Scripts/EffectTrigger.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class EffectTrigger : MonoBehaviour
|
||||
{
|
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// The effect name to trigger when the player enters this area
|
||||
public string effectName;
|
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|
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// Check if the player enters the trigger zone
|
||||
private void OnTriggerStay(Collider other)
|
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{
|
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// Check if the player is in the trigger zone
|
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if (other.CompareTag("Player"))
|
||||
{
|
||||
// Trigger the effect based on the specified effectName
|
||||
if (!PostProcessingManager.Instance.IsEffectActive())
|
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{
|
||||
PostProcessingManager.Instance.TriggerEffect(effectName);
|
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}
|
||||
}
|
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}
|
||||
|
||||
// Optionally stop the effect when the player exits the trigger zone
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player") && PostProcessingManager.Instance.IsEffectActive())
|
||||
{
|
||||
PostProcessingManager.Instance.StopEffect();
|
||||
}
|
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}
|
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}
|
11
Game/Assets/Scripts/EffectTrigger.cs.meta
Normal file
11
Game/Assets/Scripts/EffectTrigger.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6b37f04853730f540abd4bedc166c049
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -169,6 +169,6 @@ public class GameManager : MonoBehaviour
|
|||
private void LoadCallingScene()
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{
|
||||
Debug.Log("Loading Calling Scene: callingChoice");
|
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SceneManager.LoadScene("callingChoice");
|
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SceneManager.LoadScene("CallingChoice");
|
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}
|
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}
|
|
@ -41,11 +41,14 @@ public class PostProcessingManager : MonoBehaviour
|
|||
private bool isEffectActive = false;
|
||||
|
||||
// Defines Audio References
|
||||
[Header("Audio References")] public AudioSource audioSource;
|
||||
[Header("Audio References")]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip heartbeatSound;
|
||||
public AudioClip whisperSound;
|
||||
public AudioClip distortedWhisperSound;
|
||||
|
||||
// Holds the current effect name to manage stopping and starting dynamically
|
||||
private string currentEffectName = "";
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
@ -70,45 +73,48 @@ public class PostProcessingManager : MonoBehaviour
|
|||
volume.profile.TryGet(out colorAdjustments);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
// Checks if an effect is currently active
|
||||
public bool IsEffectActive()
|
||||
{
|
||||
|
||||
return isEffectActive;
|
||||
}
|
||||
|
||||
// Function to start effects if there is none currently, and stop current effects to start next ones
|
||||
// Function to trigger effects dynamically based on the effect name passed
|
||||
public void TriggerEffect(string effectName)
|
||||
{
|
||||
// If an effect is already active
|
||||
// If an effect is already active, stop the current one
|
||||
if (isEffectActive)
|
||||
{
|
||||
// Stop the effect
|
||||
StopEffect(effectName);
|
||||
StopEffect(currentEffectName);
|
||||
}
|
||||
|
||||
// If there's no active effects
|
||||
else
|
||||
{
|
||||
// Start the effect
|
||||
StartEffect(effectName);
|
||||
}
|
||||
// Start the new effect
|
||||
StartEffect(effectName);
|
||||
}
|
||||
|
||||
// Function to start the effect
|
||||
// Start a specific effect
|
||||
public void StartEffect(string effectName)
|
||||
{
|
||||
// The effect is active
|
||||
isEffectActive = true;
|
||||
currentEffectName = effectName;
|
||||
|
||||
// Calls coroutine to apply the effect
|
||||
StartCoroutine(ApplyEffect(effectName));
|
||||
}
|
||||
|
||||
// Function to stop the effect
|
||||
public void StopEffect(string effectName)
|
||||
// Stop the active effect
|
||||
public void StopEffect()
|
||||
{
|
||||
if (isEffectActive)
|
||||
{
|
||||
StopEffect(currentEffectName);
|
||||
}
|
||||
}
|
||||
|
||||
// Stop a specific effect
|
||||
private void StopEffect(string effectName)
|
||||
{
|
||||
// The effect is not active
|
||||
isEffectActive = false;
|
||||
currentEffectName = "";
|
||||
|
||||
// Reset effects to default
|
||||
if (vignette != null) vignette.intensity.Override(0f);
|
||||
|
@ -117,17 +123,17 @@ public class PostProcessingManager : MonoBehaviour
|
|||
if (lensDistortion != null) lensDistortion.intensity.Override(0f);
|
||||
if (colorAdjustments != null) colorAdjustments.postExposure.Override(0f);
|
||||
|
||||
// Stop audio
|
||||
// Stop the audio
|
||||
if (audioSource != null)
|
||||
{
|
||||
audioSource.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
// Applies effects over time based on the type
|
||||
// Applies effects over time based on the effect name
|
||||
private IEnumerator ApplyEffect(string effectName)
|
||||
{
|
||||
// Handle the audio for the effect
|
||||
// Handle audio for the effect
|
||||
if (effectName == "Panic")
|
||||
{
|
||||
audioSource.clip = heartbeatSound;
|
||||
|
@ -171,10 +177,11 @@ public class PostProcessingManager : MonoBehaviour
|
|||
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
|
||||
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Stop audio when the effect ends
|
||||
// Stop audio after the effect ends
|
||||
if (audioSource != null && audioSource.isPlaying)
|
||||
{
|
||||
audioSource.Stop();
|
||||
|
|
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Add table
Reference in a new issue