172 lines
No EOL
5.1 KiB
C#
172 lines
No EOL
5.1 KiB
C#
/*
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Author: Wai Lam
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Date: 12/2/25
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Description: Go to school
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using UnityEngine.SceneManagement;
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public class GoToSchool : MonoBehaviour
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{
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private GameManager gameManager;
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public CanvasGroup fadeCanvasGroup; // Assign in Inspector
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public float fadeDuration = 1f; // Duration for fade in/out
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public float displayDuration = 5f; // Time the UI stays fully visible
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public AudioSource[] audioSources;
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private bool atPond = false;
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private bool hasTriggered = false; // Prevent multiple triggers
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public AudioLoop audioLoop;
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// Defines UI references
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[Header("UI References")]
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public GameObject storyPanelUI;
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public TMP_Text storyText;
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[Header("Triggers")]
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public Collider parkPondTrigger; // Assign in Inspector
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public Collider schoolTrigger; // Assign in Inspector
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public ResetPosition xrRig;
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void Awake()
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{
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Debug.Log("IM AWAKE");
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DontDestroyOnLoad(gameObject);
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gameManager = GameManager.Instance; // Reference to GameManager instance
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Debug.Log("currentday: " + gameManager.currentDay);
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if (storyPanelUI == null)
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storyPanelUI = GameObject.Find("Story Panel"); // Use the exact name
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if (storyText == null)
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storyText = FindObjectOfType<TMP_Text>(); // Finds the first TMP_Text in the scene
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if (storyPanelUI != null)
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storyPanelUI.SetActive(true);
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if (gameManager.currentDay == 1)
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{
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if (storyText != null)
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{
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storyText.text = "I guess I should head to school now...";
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StartCoroutine(ClearMessageAfterSeconds(7f));
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}
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if (audioLoop != null)
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{
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audioLoop.StartAudioLoop();
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}
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}
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if (gameManager.currentDay == 2)
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{
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if (storyText != null)
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{
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storyText.text = "I need to calm down first... maybe going to the park pond would help...";
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StartCoroutine(ClearMessageAfterSeconds(7f));
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}
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}
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}
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private IEnumerator ClearMessageAfterSeconds(float delay)
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{
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// Waits for delay to end and hides the UI
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yield return new WaitForSeconds(delay);
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storyText.text = "";
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}
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private void OnTriggerEnter(Collider other)
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{
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if (gameManager.currentDay == 2)
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{
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if (!atPond && other == parkPondTrigger) // Player arrives at pond first
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{
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atPond = true;
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StartCoroutine(StayAtPond());
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}
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else if (atPond && !hasTriggered && other == schoolTrigger) // Player can go to school after pond
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{
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hasTriggered = true;
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StartCoroutine(FadeInAndLoadScene());
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gameManager.GoToSchoolTaskComplete();
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}
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}
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else if (!hasTriggered && other == schoolTrigger) // Normal case for Day 1
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{
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hasTriggered = true;
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StartCoroutine(FadeInAndLoadScene());
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gameManager.GoToSchoolTaskComplete();
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}
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}
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private IEnumerator StayAtPond()
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{
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storyText.text = "The sound of the water is soothing...";
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yield return new WaitForSeconds(7f);
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storyText.text = "I feel a little better now. I should head to school now.";
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StartCoroutine(ClearMessageAfterSeconds(7f));
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}
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IEnumerator FadeInAndLoadScene()
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{
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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yield return new WaitForSeconds(displayDuration);
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int currentDay = gameManager.currentDay;
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string nextScene = currentDay == 2 ? "Day2" : (currentDay == 3 ? "Day3" : "Start");
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SceneManager.LoadScene(nextScene);
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yield return new WaitForSeconds(1f); // Small delay to ensure scene transition
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gameManager.IncrementDay(); // Now called *after* scene fully loads
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xrRig.ResetingPosition();
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}
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IEnumerator Fade(float startAlpha, float endAlpha, float duration)
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{
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float elapsed = 0f;
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fadeCanvasGroup.alpha = startAlpha;
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float[] startVolumes = new float[audioSources.Length];
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for (int i = 0; i < audioSources.Length; i++)
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{
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startVolumes[i] = audioSources[i] != null ? audioSources[i].volume : 1f;
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}
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = elapsed / duration;
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fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
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for (int i = 0; i < audioSources.Length; i++)
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{
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if (audioSources[i] != null)
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{
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audioSources[i].volume = Mathf.Lerp(startVolumes[i], 0f, t);
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}
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}
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yield return null;
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}
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fadeCanvasGroup.alpha = endAlpha;
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for (int i = 0; i < audioSources.Length; i++)
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{
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if (audioSources[i] != null)
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{
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audioSources[i].volume = 0f;
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}
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}
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}
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} |