fix untangle and make sure full game works
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This commit is contained in:
EthanPisani 2025-04-20 23:06:02 -04:00
parent 3b12b691cf
commit a52cc24d0d
39 changed files with 38936 additions and 733 deletions

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@ -302,6 +302,10 @@ public class ControlScript : MonoBehaviour {
/// Restart the game
/// </summary>
public void Restart() {
if (_tiles == null)
return;
if (_tiles.Length == 0)
return;
foreach (var tile in _tiles) {
Destroy(tile);
}
@ -492,7 +496,7 @@ private void CreateTiles() {
/// Is called whenever GameState is altered
/// </summary>
private void OnGameStateChange() {
switch (_gameState) {
switch (GameState) {
case EGameState.Lose: // Actions to do when lost
//StateButton.LoseState();
StateButton.sprite = StateButton.GetComponent<StateButtonScript>().LoseSprite;
@ -500,6 +504,7 @@ private void CreateTiles() {
DisablePlayField();
break;
case EGameState.Win: // Actions to do when won
Debug.Log("You won!");
//StateButton.WinState();
StateButton.sprite = StateButton.GetComponent<StateButtonScript>().WinSprite;
DisablePlayField();

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@ -31,7 +31,7 @@ public class Point : MonoBehaviour
// pick UI overlay if we have it, otherwise fallback
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
Vector3 worldPoint = cam.ScreenToWorldPoint(Input.mousePosition);
worldPoint.z = 0;
// worldPoint.z = 0;
offset = transform.position - worldPoint;
Debug.Log($"Point {id} clicked. Offset (from {cam.name}): {offset}");
}
@ -40,7 +40,7 @@ public class Point : MonoBehaviour
{
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
Vector3 raw = cam.ScreenToWorldPoint(Input.mousePosition);
raw.z = transform.position.z;
raw.z = 0;
transform.position = raw + offset;
manager.CheckIfSolved();
foreach (var c in manager.connections)

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@ -19,14 +19,14 @@ public class UntangleGameManager : MonoBehaviour
[Header("UI Elements")]
public Text statusText;
public GameObject winUI;
public GameObject loseUI;
// public GameObject winUI;
// public GameObject loseUI;
public Button newGameButton;
public Button solveButton;
[Header("Audio")]
public AudioClip winSound;
public AudioClip loseSound;
// public AudioClip loseSound;
[Header("Game Settings")]
public int pointCount = 10;
@ -57,18 +57,22 @@ public class UntangleGameManager : MonoBehaviour
{
ResetPuzzle();
}
public void ResetPuzzle()
{
// 1) Cleanup previous run
gameState = UGameState.Uninitialized;
statusText.text = "Generating new game...";
GenerateRandomGame();
gameState = UGameState.Playing;
statusText.text = "";
}
void GenerateRandomGame()
{
ClearOldGame();
statusText.text = "";
points.Clear();
connections.Clear();
statusText.text = "";
if (winUI != null)
winUI.SetActive(false);
if (loseUI != null)
loseUI.SetActive(false);
solutionPositions = new Vector3[pointCount];
// Step 1: Place points randomly (solution layout)
for (int i = 0; i < pointCount; i++)
@ -165,7 +169,6 @@ public class UntangleGameManager : MonoBehaviour
}
}
}
// set state to playing
}
// Step 4: Shuffle point positions to create the puzzle
foreach (var p in points)
@ -173,9 +176,6 @@ public class UntangleGameManager : MonoBehaviour
foreach (var c in connections)
c.UpdateLine();
SetGameState(UGameState.Playing);
}
private void AddConnection(int a, int b)
{
@ -224,12 +224,15 @@ public class UntangleGameManager : MonoBehaviour
// no intersections found!
statusText.text = "Completed!";
if (loseUI != null)
loseUI.SetActive(false);
if (winUI != null)
winUI.SetActive(true);
// if (loseUI != null)
// loseUI.SetActive(false);
// if (winUI != null)
// winUI.SetActive(true);
SetGameState(UGameState.Win);
SoundFXManager.instance.PlaySound(winSound, transform, 1f);
Debug.Log("Puzzle Untangle solved!");
if (winSound != null) {
SoundFXManager.instance.PlaySound(winSound, transform, 1f);
}
}
private void AutoSolve()
@ -257,7 +260,7 @@ public class UntangleGameManager : MonoBehaviour
int o2 = Orientation(a, b, d);
int o3 = Orientation(c, d, a);
int o4 = Orientation(c, d, b);
return (o1 != o2 && o3 != o4);
return o1 != o2 && o3 != o4;
}
private int Orientation(Vector2 a, Vector2 b, Vector2 c)

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34231
Assets/Scenes/level5.unity Normal file

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@ -19,6 +19,8 @@ public class DoorInteraction : MonoBehaviour
[SerializeField] private string overrideWord = string.Empty;
[SerializeField] private int simonSaysPuzzleIndex = 0;
[SerializeField] private int numPoints = 10;
[SerializeField] private TextMeshProUGUI targetDoorText = null;
[SerializeField] private UnityEngine.UI.Image tabletIcon = null;
[SerializeField] private GameObject closeTabletPrompt = null;
@ -130,10 +132,10 @@ public class DoorInteraction : MonoBehaviour
targetDoorText.text = "Target Door: " + sceneNumber + animationFile.Substring(animationFile.Length - 2);
}
if (!tabletController.isOnMainMenu && controlScript.GameState == EGameState.Uninitialized && !startedPuzzle)
if (!tabletController.isOnMainMenu && !startedPuzzle)
{
StartPuzzle(doorPuzzleType);
startedPuzzle = true;
StartPuzzle(doorPuzzleType);
}
}
}
@ -174,7 +176,7 @@ public class DoorInteraction : MonoBehaviour
{
if (interactionPrompt != null)
{
Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
// Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
if (!isImportantPrompt || important)
{
@ -226,6 +228,9 @@ public class DoorInteraction : MonoBehaviour
case TabletScreen.SimonSays:
tabletScript.SetScreenSimonSays(simonSaysPuzzleIndex);
break;
case TabletScreen.Untangle:
tabletScript.SetScreenUntangle(numPoints);
break;
}
StartCoroutine(WaitForPuzzleCompletion());

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@ -55,25 +55,32 @@ public class PickUpKeyCard : MonoBehaviour
if (!Input.GetMouseButtonDown(0)) return;
bool hasSpace = false;
foreach (var slot in playerInventory.slots)
if (slot == null) { hasSpace = true; break; }
if (!hasSpace)
if (playerInventory != null)
{
Debug.Log("Inventory is full!");
if (interactionPrompt) interactionPrompt.text = "Inventory full!";
return;
}
foreach (var slot in playerInventory.slots)
if (slot == null) { hasSpace = true; break; }
if (!hasSpace)
{
Debug.Log("Inventory is full!");
if (interactionPrompt) interactionPrompt.text = "Inventory full!";
return;
}
}
isPickedUp = true;
if (isKeyCard && keyCardPlayer != null)
keyCardPlayer.hasKeyCard = true;
playerInventory.AddItem(keyCardItem);
FindObjectOfType<InventoryUI>()?.RefreshUI();
Destroy(gameObject);
outline.enabled = false;
if (playerInventory != null)
{
playerInventory.AddItem(keyCardItem);
FindObjectOfType<InventoryUI>()?.RefreshUI();
Destroy(gameObject);
}
if (outline) outline.enabled = false;
interactionPrompt.enabled = false;
objectAnimator?.Play(animationName, 0, 0);
if (pickupSound) SoundFXManager.instance.PlaySound(pickupSound, transform, 1.5f);

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