using System.Collections; using System.Collections.Generic; using UnityEngine; public class MainHouseGameManager : MonoBehaviour { private static MainHouseGameManager _instance; public static MainHouseGameManager GetInstance() { return _instance; } public GameObject triggers; private RoomTrigger _roomTrigger; public int roomDetection; #region Office [SerializeField] private GameObject _ghostRevealHall; [SerializeField] private GameObject _basementWallMissing; [SerializeField] private GameObject _bloodTracks; #endregion void Awake() { if (!_instance) { _instance = this; } } void Start() { _roomTrigger = triggers.GetComponent(); } public enum StoryLine { Phase1, Phase2, Phase3 } public StoryLine story = StoryLine.Phase1; private void Update() { Story(); } public void Story() { HouseStorylineRooms(); switch (story) { case StoryLine.Phase1: if (roomState == RoomsState.Office) { GameManagerEarly.GetInstance().DoAction = false; Debug.Log("Paixnidaki itan, pire mono 210919023p9901409 ores"); //EventTriggerManager.GetInstance().DoEventTriggerOffice_afterExaminedThePaper = true; Debug.Log("Whhhere is the blood?"); GameObject eventTrigger = GameObject.Find("EventTrigger (DoAction Phase1)"); eventTrigger.GetComponent().Invoke(); } break; case StoryLine.Phase2: MedeaDemonicEnemyBehaviour.GetInstance()._medeaAI.gameObject.SetActive(true); if (!MedeaDemonicEnemyBehaviour.GetInstance().IsAlerted() && !EventTriggerManager.GetInstance().DoEventTriggerHouse_Phase2) { EventTriggerManager.GetInstance().DoEventTriggerHouse_Phase2 = true; Debug.Log("CloseLights"); ManageLightSwitchesInScene.GetInstance().TurnOffAllLights(); //if lights are closed GameObject triggerEvent = GameObject.Find("EventTrigger (OpenCandles & Open door)"); triggerEvent.GetComponent().Invoke(); story = StoryLine.Phase3; } break; case StoryLine.Phase3: Debug.Log("TO MOXLOOOOO"); _ghostRevealHall.SetActive(false); _basementWallMissing.SetActive(true); break; } } public void HouseStorylineRooms() { switch (roomState) { case RoomsState.Default: break; case RoomsState.LaundryRoom: break; case RoomsState.RoomToBasement: break; case RoomsState.LivingRoom: break; case RoomsState.Office: Debug.Log("ITS BRITNEY BITXH"); //_bloodTracks.SetActive(true); break; case RoomsState.Kitchen: break; case RoomsState.Hall: break; case RoomsState.DiningRoom: break; case RoomsState.Entrance: break; case RoomsState.HallwayMainFloor: break; case RoomsState.Entertainment: break; case RoomsState.Bathroom: break; case RoomsState.GirlsBedroom: //MainHouseDoorManager.GetInstance().CloseDoor(12, 1, 100); //MainHouseDoorManager.GetInstance().LockDoor(12, 1); break; case RoomsState.ParentsRoom: break; case RoomsState.BroomRoom: break; case RoomsState.IDKroom: break; case RoomsState.Basement: break; case RoomsState.FirstFloorHallway: break; default: break; } } public RoomsState roomState = RoomsState.Entrance; public enum RoomsState { #region MainFloor Default, LaundryRoom, RoomToBasement, LivingRoom, Office, Kitchen, Hall, DiningRoom, Entrance, HallwayMainFloor, Entertainment, Bathroom, #endregion #region FirstFloor GirlsBedroom, ParentsRoom, BroomRoom, IDKroom, FirstFloorHallway, #endregion Basement } #region Junk //public void RoomDetection() //{ // roomDetection = _roomTrigger.playersCurrentRoomID; // switch (roomDetection) // { // case 1: // roomState = RoomsState.LaundryRoom; // break; // case 2: // roomState = RoomsState.RoomToBasement; // break; // case 3: // roomState = RoomsState.LivingRoom; // break; // case 4: // roomState = RoomsState.Office; // Debug.Log("IAMHEREBITCHES"); // break; // case 5: // roomState = RoomsState.Kitchen; // break; // case 6: // roomState = RoomsState.Hall; // break; // case 7: // roomState = RoomsState.DiningRoom; // break; // case 8: // roomState = RoomsState.Entrance; // break; // case 9: // roomState = RoomsState.HallwayMainFloor; // break; // case 10: // roomState = RoomsState.Entertainment; // break; // case 11: // roomState = RoomsState.Bathroom; // break; // case 12: // roomState = RoomsState.GirlsBedroom; // break; // case 13: // roomState = roomState = RoomsState.ParentsRoom; // break; // case 14: // roomState = RoomsState.BroomRoom; // break; // case 15: // roomState = RoomsState.IDKroom; // break; // case 16: // roomState = RoomsState.DefinedPath; // break; // case 17: // roomState = RoomsState.FirstFloorHallway; // break; // } //} #endregion }