wirm/Game/Assets/Scripts/LeaveHouseTrigger.cs
yauwailam ceeeb08400 game(many,day2): half-working fixes, game still does not compile
sorry isaac wait a while just chill w ya friends
2025-02-14 18:05:52 +08:00

89 lines
No EOL
2.6 KiB
C#

/*
Author: Reza and Wai Lam
Date: 10/2/25
Description: Verifies whether tasks in the house are completed before going to the next scene
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
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;
// Start is called before the first frame update
void Start()
{
confirmationPanel.SetActive(false);
warningText.text = "";
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
ShowConfirmationButtons();
}
}
void ShowConfirmationButtons()
{
// FIXME: possibly refer to purely GameManager.Instance instead of any
// early-bound reference to GameManager because the game manager might
// not have died fast enough for other scripts to refer to the new
// GameManager instance
Debug.Log("Current Day in ShowConfirmationButtons: " + GameManager.Instance.currentDay);
confirmationPanel.SetActive(true);
warningPanel.SetActive(true);
Debug.Log("Current Day is: " + GameManager.Instance.currentDay);
if (GameManager.Instance.currentDay == 1)
{
Debug.Log("Setting text for Day 1");
warningText.text = "Should I leave the house? I might not have completed everything...";
}
else if (GameManager.Instance.currentDay == 2)
{
Debug.Log("Setting text for Day 2");
warningText.text = "Do I even want to go to school...";
}
StartCoroutine(HideWarningPanelAfterDelay(7f)); // can change how long you want the text to show for
}
IEnumerator HideWarningPanelAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
warningPanel.SetActive(false);
}
public void ConfirmLeave()
{
// Log player choices
GameManager.Instance.LogPlayerChoices();
// Load the next scene directly without needing to set the last scene
SceneManager.LoadScene(nextSceneName);
}
public void CancelLeave()
{
if (gameManager.currentDay == 2)
{
gameManager.IncrementDay();
SceneManager.LoadScene(Day3);
}
confirmationPanel.SetActive(false);
warningPanel.SetActive(true);
}
}