diff --git a/Game/Assets/Scripts/BroomSweeping.cs b/Game/Assets/Scripts/BroomSweeping.cs index 932cfad..72b5ad6 100644 --- a/Game/Assets/Scripts/BroomSweeping.cs +++ b/Game/Assets/Scripts/BroomSweeping.cs @@ -1,56 +1,54 @@ /* -Author: Reza -Date: 7/2/25 -Description: Detects dirt and sweeps them up -*/ + * Author: Reza + * Date: 7/2/25 + * Description: Detects dirt and sweeps them up + */ using System.Collections; -using System.Collections.Generic; -using UnityEngine; using TMPro; +using UnityEngine; public class BroomSweeping : MonoBehaviour { - private GameManager gameManager; - private PostProcessingManager PostProcessingManager; - // To track how much trash has been collected so far - public int dirtSweeped = 0; - + public int dirtSweeped; + // Defines how much trash is needed to collect in order to unlock the door public int dirtRequired = 10; - - private bool taskCompleted = false; - + // Defines UI references - [Header("UI References")] - public GameObject storyPanelUI; + [Header("UI References")] public GameObject storyPanelUI; + public TMP_Text storyText; - + // Defines Audio References - [Header("Audio References")] - public AudioSource audioSource; + [Header("Audio References")] public AudioSource audioSource; + public AudioClip sweepingSound; - + private GameManager gameManager; + private PostProcessingManager PostProcessingManager; + + private bool taskCompleted; + // Update is called once per frame - void Update() + private void Update() { if (dirtSweeped >= dirtRequired && !taskCompleted) { - taskCompleted = true; + taskCompleted = true; GameManager.Instance.FloorSweepedTaskComplete(); - + storyPanelUI.SetActive(true); storyText.text = "I hope the house is clean enough now so I don't get scolded later..."; - + StartCoroutine(ClearMessageAfterSeconds(7f)); } } - + private void OnTriggerEnter(Collider other) { // Now correctly checks for "Dirt" before triggering - if (other.CompareTag("Dirt")) + if (other.CompareTag("Dirt")) { dirtSweeped++; @@ -58,13 +56,10 @@ public class BroomSweeping : MonoBehaviour Destroy(other.gameObject); // Play sound only if no other sound is currently playing - if (!audioSource.isPlaying) - { - audioSource.PlayOneShot(sweepingSound); - } + if (!audioSource.isPlaying) audioSource.PlayOneShot(sweepingSound); } } - + private IEnumerator ClearMessageAfterSeconds(float delay) { // Waits for delay to end and hides the UI