Files
HauntedBloodlines/Assets/Scripts/Story/MainHouseGameManager.cs
2025-05-29 22:31:40 +03:00

264 lines
6.7 KiB
C#

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<RoomTrigger>();
}
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<EventTrigger>().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<EventTrigger>().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
}