game(scripts): standardise PhoneInteraction

This commit is contained in:
Mark Joshwel 2025-02-15 00:36:07 +08:00
parent 05367fb7ae
commit f226e778f4

View file

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