game(scripts): standardise PhoneInteraction
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1 changed files with 41 additions and 54 deletions
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@ -1,5 +1,10 @@
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/*
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* Author: Isaac
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* Date: 11/2/25
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* Description: Post-processing camera effects emulating various conditions
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*/
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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public class PhoneInteraction : MonoBehaviour
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public class PhoneInteraction : MonoBehaviour
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@ -8,70 +13,53 @@ public class PhoneInteraction : MonoBehaviour
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public GameObject choiceUI; // Assign your UI Panel in Inspector
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public GameObject choiceUI; // Assign your UI Panel in Inspector
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public Transform attachTransform; // Drag XR Controller's Attach Transform here
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public Transform attachTransform; // Drag XR Controller's Attach Transform here
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private AudioSource audioSource;
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private AudioSource _audioSource;
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private bool phonePickedUp = false;
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private bool _choiceMade;
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private bool choiceMade = false;
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private bool _phonePickedUp;
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void Start()
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private void Start()
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{
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{
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// Ensure AudioSource is available
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// Ensure AudioSource is available
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if (!TryGetComponent(out audioSource))
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if (!TryGetComponent(out _audioSource)) _audioSource = gameObject.AddComponent<AudioSource>();
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{
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audioSource = gameObject.AddComponent<AudioSource>();
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}
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if (phoneCallAudio != null)
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if (phoneCallAudio != null) _audioSource.clip = phoneCallAudio;
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{
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audioSource.clip = phoneCallAudio;
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}
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choiceUI.SetActive(false); // Hide UI initially
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choiceUI.SetActive(false); // Hide UI initially
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}
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}
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// Public method to be used in XR Grab Interactable's On Select Entered event
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public void PickUpPhone()
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{
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if (!phonePickedUp)
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{
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phonePickedUp = true;
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Debug.Log("Phone Picked Up! Showing UI.");
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choiceUI.SetActive(true); // Show UI panel
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// Ensure phone attaches properly
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if (attachTransform != null)
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{
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transform.position = attachTransform.position;
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transform.rotation = attachTransform.rotation;
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}
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}
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}
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private void Update()
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private void Update()
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{
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{
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if (phonePickedUp && !choiceMade)
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if (!_phonePickedUp || _choiceMade) return;
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{
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if (Input.GetKeyDown(KeyCode.A))
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if (Input.GetKeyDown(KeyCode.A))
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AnswerCall();
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{
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else if (Input.GetKeyDown(KeyCode.B)) DeclineCall();
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AnswerCall();
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}
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else if (Input.GetKeyDown(KeyCode.B))
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{
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DeclineCall();
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}
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}
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}
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}
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// mark : this is whether the player chooses between seeking help/not seeking help
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// Public method to be used in XR Grab interactable OnSelectEntered event
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// maybe because they were scared or smtg?
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public void PickUpPhone()
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{
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// we can save this to ask them why they chose this and gather info on this bcos
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if (_phonePickedUp) return;
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// that time i pitched this to a teacher they were happy
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_phonePickedUp = true;
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Debug.Log("Phone Picked Up! Showing UI.");
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// smtg along the lines of the MSF wanting to know how to improve and get people to reach out???
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choiceUI.SetActive(true); // Show the UI panel
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// Ensure the phone attaches properly
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if (attachTransform == null) return;
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transform.position = attachTransform.position;
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transform.rotation = attachTransform.rotation;
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}
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// for mark (backend): this is whether the player chooses between seeking help/not seeking help
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// maybe because they were scared or something?
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// we can save this to ask them why they chose this and gather info on this because
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// that time I pitched this to a teacher they were happy
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// something like the MSF wanting to know how to improve and get people to reach out???
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private void AnswerCall()
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private void AnswerCall()
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{
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{
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choiceMade = true;
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_choiceMade = true;
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Debug.Log("Phone Answered! Loading GoodEnding...");
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Debug.Log("Phone Answered! Loading GoodEnding...");
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choiceUI.SetActive(false);
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choiceUI.SetActive(false);
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SceneManager.LoadScene("GoodEnding");
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SceneManager.LoadScene("GoodEnding");
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@ -79,10 +67,9 @@ public class PhoneInteraction : MonoBehaviour
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private void DeclineCall()
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private void DeclineCall()
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{
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{
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choiceMade = true;
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_choiceMade = true;
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Debug.Log("Call Declined! Loading BadEnding...");
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Debug.Log("Call Declined! Loading BadEnding...");
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choiceUI.SetActive(false);
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choiceUI.SetActive(false);
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SceneManager.LoadScene("BadEnding");
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SceneManager.LoadScene("BadEnding");
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}
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}
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}
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}
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