wirm/Game/Assets/Scripts/BroomSweeping.cs
2025-02-11 16:35:16 +08:00

74 lines
No EOL
2 KiB
C#

/*
Author: Reza
Date: 7/2/25
Description: Detects dirt and sweeps them up
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class BroomSweeping : MonoBehaviour
{
private GameManager gameManager;
private PostProcessingManager postProcessingManager;
// To track how much trash has been collected so far
public int dirtSweeped = 0;
// 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;
public TMP_Text storyText;
// Defines Audio References
[Header("Audio References")]
public AudioSource audioSource;
public AudioClip sweepingSound;
// Update is called once per frame
void Update()
{
if (dirtSweeped >= dirtRequired && !taskCompleted)
{
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"))
{
dirtSweeped++;
// Destroy it to prevent extra counting
Destroy(other.gameObject);
// Play sound only if no other sound is currently playing
if (!audioSource.isPlaying)
{
audioSource.PlayOneShot(sweepingSound);
}
}
}
private IEnumerator ClearMessageAfterSeconds(float delay)
{
// Waits for delay to end and hides the UI
yield return new WaitForSeconds(delay);
storyText.text = "";
}
}