219 lines
No EOL
6.6 KiB
C#
219 lines
No EOL
6.6 KiB
C#
/*
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* Author: Reza, Wai Lam, Mark
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* Date: 3/2/25
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* Description: To keep track of tasks, which level the player is at, and game mechanics
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*/
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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{
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/// <summary>
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/// Define instance field for accessing the singleton elsewhere
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/// </summary>
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public static GameManager Instance;
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// Defines UI references
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[Header("UI References")] public GameObject storyPanelUI;
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public TMP_Text storyText;
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// Queue for managing messages
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private readonly Queue<string> _messageQueue = new();
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private bool _bedroomCleaned;
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private bool _floorSwept;
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// Tracks GoToSchool task status
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private bool _goToSchool;
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private bool _hasIncrementedToday;
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private bool _isMessageActive;
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private string _lastSceneName;
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private bool _teethBrushed;
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public AuthManager authManager; // Add this line to the GameManager
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// current day, publicly readable, privately settable
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// for public access, setting is a no-op
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public int CurrentDay { get; private set; } = 1;
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/// <summary>
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/// Enforces singleton behavior; sets doesn't destroy on load and checks for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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Debug.Log(
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$"game manager ({GetInstanceID()}) is awake as singleton instance, setting self as the forever-alive instance");
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log($"game manager ({GetInstanceID()}) is awake as non-singleton instance, destroying self");
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Destroy(gameObject);
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return;
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}
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Debug.Log($"game manager ({GetInstanceID()}) is initialising itself!");
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CurrentDay = 1;
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// Try to find UI elements if not set
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if (storyPanelUI == null) storyPanelUI = GameObject.Find("StoryPanelUI");
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if (storyText == null) storyText = GameObject.Find("StoryText").GetComponent<TMP_Text>();
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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// Update is called once per frame
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private void Update()
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{
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// Continuously check and display queued messages
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if (!_isMessageActive && _messageQueue.Count > 0)
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{
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var nextMessage = _messageQueue.Dequeue();
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StartCoroutine(DisplayMessage(nextMessage));
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}
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}
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/// <summary>
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/// Checks if tasks are completed
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/// </summary>
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public bool IsBedroomCleaned()
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{
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return _bedroomCleaned;
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}
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public bool IsTeethBrushed()
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{
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return _teethBrushed;
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}
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public bool IsFloorSwept()
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{
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return _floorSwept;
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}
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public bool IsGoToSchool()
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{
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return _goToSchool;
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}
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/// <summary>
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/// Queues a message to be displayed
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public void QueueMessage(string message)
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{
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_messageQueue.Enqueue(message);
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}
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/// <summary>
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/// Displays a message and waits for it to disappear
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/// </summary>
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private IEnumerator DisplayMessage(string message)
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{
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_isMessageActive = true;
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storyPanelUI.SetActive(true);
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storyText.text = message;
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yield return new WaitForSeconds(7f); // Wait for 7 seconds before hiding
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storyPanelUI.SetActive(false);
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_isMessageActive = false;
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}
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// log the players choices before leaving the house (for future Firebase tracking)
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public void LogPlayerChoices()
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{
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Debug.Log("Player is trying to leave the house. Task Completion Status:");
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Debug.Log("Bedroom Cleaned: " + _bedroomCleaned);
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Debug.Log("Teeth Brushed: " + _teethBrushed);
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Debug.Log("Floor Swept: " + _floorSwept);
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Debug.Log("Go To School: " + _goToSchool);
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}
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// Checks if all tasks are done before player can go to school
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// ReSharper disable once MemberCanBePrivate.Global
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public void AreTasksDone()
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{
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if (_bedroomCleaned && _teethBrushed && _floorSwept)
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QueueMessage("I think I did everything... I think I can leave for school now");
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}
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// for mark (backend): u can track whether they want to do their tasks, some people may be unmotivated to
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// do the tasks in game, then we can ask them irl why they didn't do the task
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// Tracks if the bedroom is cleaned or not
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// Tracks if the bedroom is cleaned or not
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public void BedroomTaskComplete()
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{
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_bedroomCleaned = true;
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AreTasksDone();
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// Call AuthManager to update the Firebase database
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authManager.UpdateTaskStatus("Day1", "clean room", true); // Example: Update "clean room" task to completed
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}
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// Tracks if teeth are brushed or not
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public void BrushTeethTaskComplete()
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{
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_teethBrushed = true;
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AreTasksDone();
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// Call AuthManager to update the Firebase database
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authManager.UpdateTaskStatus("Day1", "Brush teeth", true); // Update "Brush teeth" task to completed
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}
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// Tracks if the floor has been swept or not
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public void FloorSweptTaskComplete()
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{
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_floorSwept = true;
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AreTasksDone();
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// Call AuthManager to update the Firebase database
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authManager.UpdateTaskStatus("Day1", "Sweep floor", true); // Update "Sweep floor" task to completed
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}
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public void GoToSchoolTaskComplete()
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{
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_goToSchool = true;
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// Call AuthManager to update the Firebase database
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authManager.UpdateTaskStatus("Day2", "go to school", true); // Update "go to school" task to completed
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}
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// Increments the current day by 1
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public void IncrementDay()
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{
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if (_hasIncrementedToday) return; // Prevents multiple increments
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_hasIncrementedToday = true;
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CurrentDay++;
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Debug.Log("Day incremented to: " + CurrentDay);
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if (CurrentDay > 3) LoadCallingScene();
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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_hasIncrementedToday = false; // Allows the day to be incremented again in the next transition
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}
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// Loads the callingChoice scene when Day 3 is completed
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private void LoadCallingScene()
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{
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Debug.Log("Loading Calling Scene: callingChoice");
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// Debug.LogError("not ready yet");
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// FIXME: SceneManager.LoadScene("CallingChoice");
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SceneManager.LoadScene("EndingChoice");
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}
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} |