made rain sound on day 2 and day fade if day 2 no leave house

This commit is contained in:
yauwailam 2025-02-15 22:07:50 +08:00
parent d77191c013
commit fcd8d1aa7a
4 changed files with 247 additions and 7 deletions

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day3:
day3: Day3
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View file

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@ -266549,6 +266549,7 @@ MonoBehaviour:
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View file

@ -22,6 +22,8 @@ public class GoToSchool : MonoBehaviour
public AudioLoop audioLoop;
public ParticleSystem[] particleEffects;
public AudioSource rainAudioSource;
// Defines UI references
[Header("UI References")] public GameObject storyPanelUI;
@ -79,7 +81,12 @@ public class GoToSchool : MonoBehaviour
effect.gameObject.SetActive(true); // Ensure the GameObject is active
effect.Play(); // Play each particle system
}
if (rainAudioSource != null)
{
rainAudioSource.volume = 0.8f;
rainAudioSource.Play();
}
// PostProcessingManager.Instance.TriggerEffect("Panic");
break;
}

View file

@ -11,18 +11,25 @@ using UnityEngine.SceneManagement;
public class LeaveHouseTrigger : MonoBehaviour
{
// Name of the next scene
public string nextSceneName;
public string day3;
public GameObject confirmationPanel;
public TMP_Text warningText;
public GameObject warningPanel;
public GameObject nextdayPanel;
public CanvasGroup fadeCanvasGroup;
public float fadeDuration = 1f;
public float displayDuration = 5f;
// Start is called before the first frame update
private void Start()
{
confirmationPanel.SetActive(false);
warningText.text = "";
nextdayPanel.SetActive(false);
}
private void OnTriggerEnter(Collider other)
@ -78,11 +85,41 @@ public class LeaveHouseTrigger : MonoBehaviour
{
if (GameManager.Instance.CurrentDay == 2)
{
nextdayPanel.SetActive(true);
StartCoroutine(FadeInAndLoadScene());
GameManager.Instance.IncrementDay();
SceneManager.LoadScene(day3);
}
confirmationPanel.SetActive(false);
warningPanel.SetActive(true);
}
private IEnumerator FadeInAndLoadScene()
{
yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
yield return new WaitForSeconds(displayDuration);
SceneManager.LoadScene(day3);
yield return new WaitForSeconds(1f); // Small delay to ensure scene transition
}
private IEnumerator Fade(float startAlpha, float endAlpha, float duration)
{
var elapsed = 0f;
fadeCanvasGroup.alpha = startAlpha;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
var t = elapsed / duration;
fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
yield return null;
}
fadeCanvasGroup.alpha = endAlpha;
}
}