game: day 3 done (should be working)

This commit is contained in:
rezazfn 2025-02-13 19:49:34 +08:00
parent 396b5e80fe
commit c66f9d0e76
10 changed files with 906 additions and 860 deletions

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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");
PostProcessingManager.Instance.StopEffect();
// Clear the "!!!"
storyText.text = "";

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@ -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
{
// Time in seconds to wait before transitioning to the next scene
public float timeToWait = 60f; // Change this to the desired wait time
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)
{
// Call method to change the scene
GameManager.Instance.IncrementDay();
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectTrigger : MonoBehaviour
{
// The effect name to trigger when the player enters this area
public string effectName;
// Check if the player enters the trigger zone
private void OnTriggerStay(Collider other)
{
// Check if the player is in the trigger zone
if (other.CompareTag("Player"))
{
// Trigger the effect based on the specified effectName
if (!PostProcessingManager.Instance.IsEffectActive())
{
PostProcessingManager.Instance.TriggerEffect(effectName);
}
}
}
// 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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@ -0,0 +1,11 @@
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View file

@ -169,6 +169,6 @@ public class GameManager : MonoBehaviour
private void LoadCallingScene()
{
Debug.Log("Loading Calling Scene: callingChoice");
SceneManager.LoadScene("callingChoice");
SceneManager.LoadScene("CallingChoice");
}
}

View file

@ -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();