game(many,day2): half-working fixes, game still does not compile

sorry isaac wait a while just chill w ya friends
This commit is contained in:
yauwailam 2025-02-14 18:05:23 +08:00
parent 73439fb402
commit ceeeb08400
16 changed files with 1258 additions and 57 deletions

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@ -20,7 +20,6 @@ public class Car : MonoBehaviour
public Vector3 rotationOffset = Vector3.zero; public Vector3 rotationOffset = Vector3.zero;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
Debug.Log("Triggered by: " + other.name);
// Check if the collider belongs to the player // Check if the collider belongs to the player
if (other.CompareTag("Player")) if (other.CompareTag("Player"))
{ {

View file

@ -0,0 +1,53 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DayIncrementPlaygroundScript : MonoBehaviour
{
[SerializeField] public bool isBeforeScene = false;
private bool _testHasRun = false;
private void Update()
{
if (_testHasRun) return;
// fire off Main to run in the background
StartCoroutine(Main());
_testHasRun = true;
}
IEnumerator Main()
{
if (isBeforeScene)
{
// wait for 3 seconds
Debug.Log("initialisation wait...");
yield return new WaitForSeconds(3);
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}");
// change to the next scene
SceneManager.LoadScene("Scenes/Testing Scenes/Day Increment Playground After");
}
else
{
// wait for 3 seconds
Debug.Log("initialisation wait...");
yield return new WaitForSeconds(3);
Debug.Log($"hello vro, day is {GameManager.Instance.currentDay}");
}
yield return 0;
}
}

View file

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@ -1,5 +1,5 @@
/* /*
Author: Reza and Wai Lam Author: Reza and Wai Lam
Date: 3/2/25 Date: 3/2/25
Description: To keep track of tasks, which level the player is at, and game mechanics Description: To keep track of tasks, which level the player is at, and game mechanics
*/ */
@ -17,9 +17,11 @@ public class GameManager : MonoBehaviour
/// </summary> /// </summary>
public static GameManager Instance; public static GameManager Instance;
// Starts from Day 1 // current day, publicly readable, privately settable
public int currentDay = 1;
// for public access, setting is a no-op
public int currentDay { get; private set; } = 1;
// Tracks GoToSchool task status // Tracks GoToSchool task status
private bool goToSchool = false; private bool goToSchool = false;
private bool bedroomCleaned = false; private bool bedroomCleaned = false;
@ -27,12 +29,11 @@ public class GameManager : MonoBehaviour
private bool floorSweeped = false; private bool floorSweeped = false;
private string lastSceneName; private string lastSceneName;
private bool hasIncrementedToday = false; private bool hasIncrementedToday = false;
// Defines UI references // Defines UI references
[Header("UI References")] [Header("UI References")] public GameObject storyPanelUI;
public GameObject storyPanelUI;
public TMP_Text storyText; public TMP_Text storyText;
// Queue for managing messages // Queue for managing messages
@ -42,10 +43,25 @@ public class GameManager : MonoBehaviour
/// <summary> /// <summary>
/// Checks if tasks are completed /// Checks if tasks are completed
/// </summary> /// </summary>
public bool IsBedroomCleaned() { return bedroomCleaned; } public bool IsBedroomCleaned()
public bool IsTeethBrushed() { return teethBrushed; } {
public bool IsFloorSweeped() { return floorSweeped; } return bedroomCleaned;
public bool IsGoToSchool() { return goToSchool; } }
public bool IsTeethBrushed()
{
return teethBrushed;
}
public bool IsFloorSweeped()
{
return floorSweeped;
}
public bool IsGoToSchool()
{
return goToSchool;
}
/// <summary> /// <summary>
/// Enforces singleton behavior; sets doesn't destroy on load and checks for multiple instances /// Enforces singleton behavior; sets doesn't destroy on load and checks for multiple instances
@ -55,26 +71,33 @@ public class GameManager : MonoBehaviour
// check if instance hasn't been set yet // check if instance hasn't been set yet
if (Instance == null) if (Instance == null)
{ {
Debug.Log("awake as singleton instance, setting self as the forever-alive instance"); Debug.Log(
$"game manager ({GetInstanceID()}) is awake as singleton instance, setting self as the forever-alive instance");
Instance = this; Instance = this;
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
} }
// check if instance is already set and it's not this instance // check if instance is already set and it's not this instance
else if (Instance != null && Instance != this) else if (Instance != null && Instance != this)
{ {
Debug.Log("awake as non-singleton instance, destroying self"); Debug.Log($"game manager ({GetInstanceID()}) is awake as non-singleton instance, destroying self");
Destroy(gameObject); Destroy(gameObject);
return;
} }
Debug.Log($"game manager ({GetInstanceID()}) is initialising itself!");
currentDay = 1;
// Try to find UI elements if not set // Try to find UI elements if not set
if (storyPanelUI == null) if (storyPanelUI == null)
{ {
storyPanelUI = GameObject.Find("StoryPanelUI"); storyPanelUI = GameObject.Find("StoryPanelUI");
} }
if (storyText == null) if (storyText == null)
{ {
storyText = GameObject.Find("StoryText").GetComponent<TMP_Text>(); storyText = GameObject.Find("StoryText").GetComponent<TMP_Text>();
} }
SceneManager.sceneLoaded += OnSceneLoaded; SceneManager.sceneLoaded += OnSceneLoaded;
} }
@ -163,16 +186,12 @@ public class GameManager : MonoBehaviour
{ {
if (hasIncrementedToday) return; // Prevents multiple increments if (hasIncrementedToday) return; // Prevents multiple increments
hasIncrementedToday = true; hasIncrementedToday = true;
currentDay++; currentDay++;
Debug.Log("Day incremented to: " + currentDay); Debug.Log("Day incremented to: " + currentDay);
if (currentDay > 3) LoadCallingScene();
if (currentDay > 3)
{
LoadCallingScene();
}
} }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) 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

View file

@ -12,7 +12,7 @@ using UnityEngine.SceneManagement;
public class GoToSchool : MonoBehaviour public class GoToSchool : MonoBehaviour
{ {
private GameManager gameManager; private GameManager gameManager;
public PostProcessingManager PostProcessingManager; // public PostProcessingManager PostProcessingManager;
public CanvasGroup fadeCanvasGroup; // Assign in Inspector public CanvasGroup fadeCanvasGroup; // Assign in Inspector
public float fadeDuration = 1f; // Duration for fade in/out public float fadeDuration = 1f; // Duration for fade in/out
@ -50,7 +50,7 @@ public class GoToSchool : MonoBehaviour
if (storyPanelUI != null) if (storyPanelUI != null)
storyPanelUI.SetActive(true); storyPanelUI.SetActive(true);
if (gameManager.currentDay == 1) if (gameManager.currentDay == 1)
{ {
if (storyText != null) if (storyText != null)
@ -79,7 +79,7 @@ public class GoToSchool : MonoBehaviour
effect.Play(); // Play each particle system effect.Play(); // Play each particle system
} }
PostProcessingManager.Instance.TriggerEffect("Panic"); // PostProcessingManager.Instance.TriggerEffect("Panic");
} }
@ -124,7 +124,7 @@ public class GoToSchool : MonoBehaviour
{ {
storyText.text = "The sound of the water is soothing..."; storyText.text = "The sound of the water is soothing...";
yield return new WaitForSeconds(7f); yield return new WaitForSeconds(7f);
PostProcessingManager.Instance.StopEffect(); // PostProcessingManager.Instance.StopEffect();
storyText.text = "I feel a little better now. I should head to school now."; storyText.text = "I feel a little better now. I should head to school now.";
StartCoroutine(ClearMessageAfterSeconds(7f)); StartCoroutine(ClearMessageAfterSeconds(7f));
} }

View file

@ -4,7 +4,7 @@ MonoImporter:
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@ -12,8 +12,6 @@ using TMPro;
public class LeaveHouseTrigger : MonoBehaviour public class LeaveHouseTrigger : MonoBehaviour
{ {
public GameManager gameManager;
// Name of the next scene // Name of the next scene
public string nextSceneName; public string nextSceneName;
public string Day3; public string Day3;
@ -38,15 +36,24 @@ public class LeaveHouseTrigger : MonoBehaviour
void ShowConfirmationButtons() void ShowConfirmationButtons()
{ {
// FIXME: possibly refer to purely GameManager.Instance instead of any
// 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
Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.currentDay);
confirmationPanel.SetActive(true); confirmationPanel.SetActive(true);
if (gameManager.currentDay == 1) 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..."; warningText.text = "Should I leave the house? I might not have completed everything...";
} }
else if (gameManager.currentDay == 2) else if (GameManager.Instance.currentDay == 2)
{ {
Debug.Log("Setting text for Day 2");
warningText.text = "Do I even want to go to school..."; warningText.text = "Do I even want to go to school...";
} }

View file

@ -187,7 +187,7 @@ public class PostProcessingManager : MonoBehaviour
colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(Time.time * 0.8f)); colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(Time.time * 0.8f));
} }
yield return null; yield return 0;
} }
// Stop audio after the effect ends // Stop audio after the effect ends

View file

@ -19,7 +19,7 @@ public class Trash : MonoBehaviour
if (bedroomTask == null) if (bedroomTask == null)
{ {
Debug.LogError("BedroomTask script not found in the scene!"); Debug.LogWarning("BedroomTask script not found in the scene!");
} }
} }

View file

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- enabled: 1
path: Assets/Scenes/Testing Scenes/Day Increment Playground Before.unity
guid: fdac41edd0f0efe4eb8881e767913e2a
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path: Assets/Scenes/Testing Scenes/Day Increment Playground After.unity
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