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13 Commits
zephyr-b85
...
main
Author | SHA1 | Date | |
---|---|---|---|
4f1fa31abe | |||
a52cc24d0d | |||
3b12b691cf | |||
f47a079f7b | |||
aa4d195c0c | |||
ff4e9a0c68 | |||
b31265b8fd | |||
c5d2c3cf8c | |||
c7e6fad050 | |||
53769ac95a | |||
7ae17f473b | |||
940f732ea9 | |||
42dd1d02ba |
6
.vsconfig
Normal file
6
.vsconfig
Normal file
@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@ -302,6 +302,10 @@ public class ControlScript : MonoBehaviour {
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/// Restart the game
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/// </summary>
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public void Restart() {
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if (_tiles == null)
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return;
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if (_tiles.Length == 0)
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return;
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foreach (var tile in _tiles) {
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Destroy(tile);
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}
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@ -492,7 +496,7 @@ private void CreateTiles() {
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/// Is called whenever GameState is altered
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/// </summary>
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private void OnGameStateChange() {
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switch (_gameState) {
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switch (GameState) {
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case EGameState.Lose: // Actions to do when lost
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//StateButton.LoseState();
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StateButton.sprite = StateButton.GetComponent<StateButtonScript>().LoseSprite;
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@ -500,6 +504,7 @@ private void CreateTiles() {
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DisablePlayField();
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break;
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case EGameState.Win: // Actions to do when won
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Debug.Log("You won!");
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//StateButton.WinState();
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StateButton.sprite = StateButton.GetComponent<StateButtonScript>().WinSprite;
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DisablePlayField();
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||||
maxJumpAcrossDistance: 0
|
||||
minRegionArea: 2
|
||||
manualCellSize: 0
|
||||
cellSize: 0.16666667
|
||||
manualTileSize: 0
|
||||
tileSize: 256
|
||||
buildHeightMesh: 0
|
||||
maxJobWorkers: 0
|
||||
preserveTilesOutsideBounds: 0
|
||||
debug:
|
||||
m_Flags: 0
|
||||
m_NavMeshData: {fileID: 0}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
m_Roots: []
|
7
Assets/Puzzles/Untangle/Scenes/MainScene.unity.meta
Normal file
7
Assets/Puzzles/Untangle/Scenes/MainScene.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec160a5a56471df4abc6c13e26c5bf58
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1241
Assets/Puzzles/Untangle/Scenes/SampleScene.unity
Normal file
1241
Assets/Puzzles/Untangle/Scenes/SampleScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Puzzles/Untangle/Scenes/SampleScene.unity.meta
Normal file
7
Assets/Puzzles/Untangle/Scenes/SampleScene.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c9cfa26abfee488c85f1582747f6a02
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
19
Assets/Puzzles/Untangle/Scripts/Connection.cs
Normal file
19
Assets/Puzzles/Untangle/Scripts/Connection.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class Connection
|
||||
{
|
||||
public Point a, b;
|
||||
public LineRenderer line;
|
||||
|
||||
public void UpdateLine()
|
||||
{
|
||||
line.SetPosition(0, a.transform.position);
|
||||
line.SetPosition(1, b.transform.position);
|
||||
}
|
||||
|
||||
public bool SharesPointWith(Connection other)
|
||||
{
|
||||
return a == other.a || a == other.b || b == other.a || b == other.b;
|
||||
}
|
||||
}
|
2
Assets/Puzzles/Untangle/Scripts/Connection.cs.meta
Normal file
2
Assets/Puzzles/Untangle/Scripts/Connection.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f064725dcf1ff98428a7e8d08023b551
|
49
Assets/Puzzles/Untangle/Scripts/Point.cs
Normal file
49
Assets/Puzzles/Untangle/Scripts/Point.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using System.Linq; // for FirstOrDefault()
|
||||
|
||||
public class Point : MonoBehaviour
|
||||
{
|
||||
public int id;
|
||||
public UntangleGameManager manager;
|
||||
|
||||
// optional: assign in inspector or else we'll try to find it
|
||||
[SerializeField] private Camera uiOverlayCamera;
|
||||
|
||||
private Vector3 offset;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (uiOverlayCamera == null && Camera.main != null)
|
||||
{
|
||||
var extra = Camera.main.GetComponent<UniversalAdditionalCameraData>();
|
||||
if (extra != null)
|
||||
{
|
||||
// look for the camera named "UIOverlayCamera"
|
||||
uiOverlayCamera = extra.cameraStack
|
||||
.FirstOrDefault(cam => cam.name == "UIOverlayCamera");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
// 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;
|
||||
offset = transform.position - worldPoint;
|
||||
Debug.Log($"Point {id} clicked. Offset (from {cam.name}): {offset}");
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
|
||||
Vector3 raw = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
raw.z = 0;
|
||||
transform.position = raw + offset;
|
||||
manager.CheckIfSolved();
|
||||
foreach (var c in manager.connections)
|
||||
c.UpdateLine();
|
||||
}
|
||||
}
|
2
Assets/Puzzles/Untangle/Scripts/Point.cs.meta
Normal file
2
Assets/Puzzles/Untangle/Scripts/Point.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2576d4090b96f542a3fd9afb4387f5d
|
@ -1,348 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
|
||||
public class UntangleGame : MonoBehaviour
|
||||
{
|
||||
public class Point
|
||||
{
|
||||
public float x, y;
|
||||
public GameObject visual;
|
||||
public int index;
|
||||
}
|
||||
|
||||
public class Edge
|
||||
{
|
||||
public int a, b; // indices of connected points
|
||||
public bool isCrossed;
|
||||
public LineRenderer line;
|
||||
}
|
||||
|
||||
[Header("Game Objects")]
|
||||
public GameObject pointPrefab;
|
||||
public LineRenderer edgePrefab;
|
||||
|
||||
[Header("Game Settings")]
|
||||
public int pointCount = 10;
|
||||
public float playAreaSize = 8f;
|
||||
|
||||
[Header("Colors")]
|
||||
public Color normalEdgeColor = Color.black;
|
||||
public Color crossedEdgeColor = Color.red;
|
||||
public Color pointColor = Color.blue;
|
||||
public Color dragPointColor = Color.white;
|
||||
public Color cursorPointColor = Color.gray;
|
||||
public Color neighborPointColor = Color.red;
|
||||
|
||||
[Header("Visual Settings")]
|
||||
public float pointRadius = 0.2f;
|
||||
public float dragThreshold = 0.5f;
|
||||
|
||||
[Header("Options")]
|
||||
public bool snapToGrid = false;
|
||||
public bool showCrossedEdges = true;
|
||||
public bool showVertexNumbers = false;
|
||||
|
||||
private List<Point> points = new List<Point>();
|
||||
private List<Edge> edges = new List<Edge>();
|
||||
private int draggedPoint = -1;
|
||||
private int cursorPoint = -1;
|
||||
private bool isSolved = false;
|
||||
private Camera mainCamera;
|
||||
private Material lineMaterial;
|
||||
|
||||
void Start()
|
||||
{
|
||||
mainCamera = Camera.main;
|
||||
|
||||
// Create material for lines to prevent pink color
|
||||
lineMaterial = new Material(Shader.Find("UI/Default"));
|
||||
lineMaterial.color = normalEdgeColor;
|
||||
|
||||
GenerateGame();
|
||||
}
|
||||
|
||||
void GenerateGame()
|
||||
{
|
||||
// Clear existing game
|
||||
foreach (Point p in points)
|
||||
{
|
||||
if (p.visual != null) Destroy(p.visual);
|
||||
}
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
if (e.line != null) Destroy(e.line.gameObject);
|
||||
}
|
||||
points.Clear();
|
||||
edges.Clear();
|
||||
isSolved = false;
|
||||
|
||||
// Create points in a circle (local space)
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
float angle = i * 2 * Mathf.PI / pointCount;
|
||||
Point p = new Point
|
||||
{
|
||||
x = Mathf.Sin(angle) * playAreaSize * 0.4f,
|
||||
y = Mathf.Cos(angle) * playAreaSize * 0.4f,
|
||||
index = i
|
||||
};
|
||||
points.Add(p);
|
||||
}
|
||||
|
||||
// Create edges (simplified planar graph)
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
int connections = Mathf.Min(3, pointCount - i - 1);
|
||||
for (int j = 1; j <= connections; j++)
|
||||
{
|
||||
int k = (i + j) % pointCount;
|
||||
edges.Add(new Edge { a = i, b = k });
|
||||
}
|
||||
}
|
||||
|
||||
CreateVisuals();
|
||||
CheckCrossings();
|
||||
}
|
||||
|
||||
void CreateVisuals()
|
||||
{
|
||||
// Create point visuals
|
||||
foreach (Point p in points)
|
||||
{
|
||||
p.visual = Instantiate(pointPrefab, transform);
|
||||
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
|
||||
p.visual.transform.localScale = Vector3.one * pointRadius * 2;
|
||||
|
||||
if (showVertexNumbers)
|
||||
{
|
||||
Text text = p.visual.GetComponentInChildren<Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.text = p.index.ToString();
|
||||
text.enabled = showVertexNumbers;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create edge visuals
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
e.line = Instantiate(edgePrefab, transform);
|
||||
e.line.useWorldSpace = false;
|
||||
e.line.material = lineMaterial;
|
||||
e.line.startWidth = 0.1f;
|
||||
e.line.endWidth = 0.1f;
|
||||
UpdateEdgeVisual(e);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateEdgeVisual(Edge e)
|
||||
{
|
||||
Point a = points[e.a];
|
||||
Point b = points[e.b];
|
||||
|
||||
e.line.startColor = e.isCrossed && showCrossedEdges ? crossedEdgeColor : normalEdgeColor;
|
||||
e.line.endColor = e.line.startColor;
|
||||
e.line.SetPosition(0, new Vector3(a.x, a.y, 0));
|
||||
e.line.SetPosition(1, new Vector3(b.x, b.y, 0));
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleInput();
|
||||
UpdateVisuals();
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
Vector2 localMousePos;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
GetComponent<RectTransform>(),
|
||||
Input.mousePosition,
|
||||
mainCamera,
|
||||
out localMousePos);
|
||||
Debug.Log($"Mouse Position: {localMousePos}");
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
int closest = FindClosestPoint(localMousePos);
|
||||
if (closest != -1) draggedPoint = closest;
|
||||
}
|
||||
else if (Input.GetMouseButton(0) && draggedPoint != -1)
|
||||
{
|
||||
if (snapToGrid)
|
||||
{
|
||||
float gridSize = playAreaSize / (pointCount - 1);
|
||||
points[draggedPoint].x = Mathf.Round(localMousePos.x / gridSize) * gridSize;
|
||||
points[draggedPoint].y = Mathf.Round(localMousePos.y / gridSize) * gridSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
points[draggedPoint].x = localMousePos.x;
|
||||
points[draggedPoint].y = localMousePos.y;
|
||||
}
|
||||
|
||||
// Keep within bounds
|
||||
points[draggedPoint].x = Mathf.Clamp(points[draggedPoint].x, -playAreaSize/2, playAreaSize/2);
|
||||
points[draggedPoint].y = Mathf.Clamp(points[draggedPoint].y, -playAreaSize/2, playAreaSize/2);
|
||||
|
||||
CheckCrossings();
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
draggedPoint = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorPoint = FindClosestPoint(localMousePos);
|
||||
}
|
||||
}
|
||||
|
||||
int FindClosestPoint(Vector2 localPosition)
|
||||
{
|
||||
int closest = -1;
|
||||
float minDist = float.MaxValue;
|
||||
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
float dist = Vector2.Distance(localPosition, new Vector2(points[i].x, points[i].y));
|
||||
Debug.Log($"Point {i}: Distance {dist}");
|
||||
if (dist < dragThreshold && dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
closest = i;
|
||||
}
|
||||
}
|
||||
Debug.Log($"Closest point: {closest} at distance {minDist}");
|
||||
return closest;
|
||||
}
|
||||
|
||||
void UpdateVisuals()
|
||||
{
|
||||
// Update point positions
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
Point p = points[i];
|
||||
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
|
||||
|
||||
// Update point color
|
||||
Image img = p.visual.GetComponent<Image>();
|
||||
if (img != null)
|
||||
{
|
||||
if (i == draggedPoint)
|
||||
img.color = dragPointColor;
|
||||
else if (i == cursorPoint)
|
||||
img.color = cursorPointColor;
|
||||
else if (draggedPoint != -1 && IsConnected(draggedPoint, i))
|
||||
img.color = neighborPointColor;
|
||||
else
|
||||
img.color = pointColor;
|
||||
}
|
||||
}
|
||||
|
||||
// Update edges
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
UpdateEdgeVisual(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool IsConnected(int a, int b)
|
||||
{
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
if ((e.a == a && e.b == b) || (e.a == b && e.b == a))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void CheckCrossings()
|
||||
{
|
||||
bool anyCrossings = false;
|
||||
|
||||
// Reset all edges
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
e.isCrossed = false;
|
||||
}
|
||||
|
||||
// Check all edge pairs for crossings
|
||||
for (int i = 0; i < edges.Count; i++)
|
||||
{
|
||||
Edge e1 = edges[i];
|
||||
Point a1 = points[e1.a];
|
||||
Point a2 = points[e1.b];
|
||||
|
||||
for (int j = i + 1; j < edges.Count; j++)
|
||||
{
|
||||
Edge e2 = edges[j];
|
||||
Point b1 = points[e2.a];
|
||||
Point b2 = points[e2.b];
|
||||
|
||||
// Skip if edges share a point
|
||||
if (e1.a == e2.a || e1.a == e2.b || e1.b == e2.a || e1.b == e2.b)
|
||||
continue;
|
||||
|
||||
if (DoLinesIntersect(a1, a2, b1, b2))
|
||||
{
|
||||
e1.isCrossed = true;
|
||||
e2.isCrossed = true;
|
||||
anyCrossings = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isSolved = !anyCrossings;
|
||||
}
|
||||
|
||||
bool DoLinesIntersect(Point a1, Point a2, Point b1, Point b2)
|
||||
{
|
||||
Vector2 p1 = new Vector2(a1.x, a1.y);
|
||||
Vector2 p2 = new Vector2(a2.x, a2.y);
|
||||
Vector2 p3 = new Vector2(b1.x, b1.y);
|
||||
Vector2 p4 = new Vector2(b2.x, b2.y);
|
||||
|
||||
float d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x);
|
||||
if (d == 0) return false;
|
||||
|
||||
float u = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d;
|
||||
float v = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d;
|
||||
|
||||
return (u >= 0) && (u <= 1) && (v >= 0) && (v <= 1);
|
||||
}
|
||||
|
||||
public void OnSnapToGridToggle(bool value)
|
||||
{
|
||||
snapToGrid = value;
|
||||
}
|
||||
|
||||
public void OnShowCrossedEdgesToggle(bool value)
|
||||
{
|
||||
showCrossedEdges = value;
|
||||
foreach (Edge e in edges)
|
||||
{
|
||||
UpdateEdgeVisual(e);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnVertexNumbersToggle(bool value)
|
||||
{
|
||||
showVertexNumbers = value;
|
||||
foreach (Point p in points)
|
||||
{
|
||||
Text text = p.visual.GetComponentInChildren<Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.enabled = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnRegenerateClick()
|
||||
{
|
||||
GenerateGame();
|
||||
}
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c5e9a183c94351dbbfe349a667626ae
|
273
Assets/Puzzles/Untangle/Scripts/UntangleGameManager.cs
Normal file
273
Assets/Puzzles/Untangle/Scripts/UntangleGameManager.cs
Normal file
@ -0,0 +1,273 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
public enum UGameState
|
||||
{
|
||||
Uninitialized,
|
||||
Playing,
|
||||
Win,
|
||||
Lose
|
||||
}
|
||||
|
||||
public class UntangleGameManager : MonoBehaviour
|
||||
{
|
||||
[Header("Prefabs & Parents")]
|
||||
public GameObject pointPrefab;
|
||||
public LineRenderer linePrefab;
|
||||
public Transform spawnParent;
|
||||
|
||||
[Header("UI Elements")]
|
||||
public Text statusText;
|
||||
// public GameObject winUI;
|
||||
// public GameObject loseUI;
|
||||
public Button newGameButton;
|
||||
public Button solveButton;
|
||||
|
||||
[Header("Audio")]
|
||||
public AudioClip winSound;
|
||||
// public AudioClip loseSound;
|
||||
|
||||
[Header("Game Settings")]
|
||||
public int pointCount = 10;
|
||||
|
||||
// Runtime state
|
||||
public UGameState gameState = UGameState.Uninitialized;
|
||||
private List<Point> points = new List<Point>();
|
||||
public List<Connection> connections = new List<Connection>();
|
||||
private Vector3[] solutionPositions;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
newGameButton.onClick.AddListener(StartGame);
|
||||
solveButton.onClick.AddListener(AutoSolve);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartGame();
|
||||
}
|
||||
|
||||
public void SetGameState(UGameState state)
|
||||
{
|
||||
gameState = state;
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
ResetPuzzle();
|
||||
}
|
||||
public void ResetPuzzle()
|
||||
{
|
||||
gameState = UGameState.Uninitialized;
|
||||
statusText.text = "Generating new game...";
|
||||
GenerateRandomGame();
|
||||
gameState = UGameState.Playing;
|
||||
statusText.text = "";
|
||||
}
|
||||
|
||||
void GenerateRandomGame()
|
||||
{
|
||||
ClearOldGame();
|
||||
statusText.text = "";
|
||||
points.Clear();
|
||||
connections.Clear();
|
||||
solutionPositions = new Vector3[pointCount];
|
||||
|
||||
// Step 1: Place points randomly (solution layout)
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
Vector2 pos;
|
||||
int tries = 0;
|
||||
do
|
||||
{
|
||||
pos = Random.insideUnitCircle * 4f;
|
||||
tries++;
|
||||
if (tries > 1000) break;
|
||||
}
|
||||
while (IsTooClose(pos));
|
||||
|
||||
// instantiate as child of spawnParent
|
||||
Vector3 worldPos = new Vector3(pos.x, pos.y, 0f);
|
||||
GameObject obj = Instantiate(pointPrefab, worldPos, Quaternion.identity, spawnParent);
|
||||
Point p = obj.GetComponent<Point>();
|
||||
p.id = i;
|
||||
p.manager = this;
|
||||
points.Add(p);
|
||||
solutionPositions[i] = worldPos;
|
||||
}
|
||||
|
||||
// Step 2: Create a Minimum Spanning Tree (MST)
|
||||
List<(int, int, float)> edges = new List<(int, int, float)>();
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
for (int j = i + 1; j < pointCount; j++)
|
||||
{
|
||||
float dist = Vector2.Distance(points[i].transform.position, points[j].transform.position);
|
||||
edges.Add((i, j, dist));
|
||||
}
|
||||
}
|
||||
edges.Sort((a, b) => a.Item3.CompareTo(b.Item3));
|
||||
|
||||
int[] parent = new int[pointCount];
|
||||
for (int i = 0; i < pointCount; i++) parent[i] = i;
|
||||
int Find(int x) => parent[x] == x ? x : parent[x] = Find(parent[x]);
|
||||
void Union(int x, int y) => parent[Find(x)] = Find(y);
|
||||
|
||||
int edgeCount = 0;
|
||||
foreach (var (a, b, _) in edges)
|
||||
{
|
||||
if (Find(a) != Find(b))
|
||||
{
|
||||
Union(a, b);
|
||||
AddConnection(a, b);
|
||||
edgeCount++;
|
||||
if (edgeCount == pointCount - 1) break;
|
||||
}
|
||||
}
|
||||
|
||||
// Step 3: Ensure every point has at least degree 2
|
||||
int[] degrees = new int[pointCount];
|
||||
foreach (var c in connections)
|
||||
{
|
||||
degrees[c.a.id]++;
|
||||
degrees[c.b.id]++;
|
||||
}
|
||||
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
while (degrees[i] < 2)
|
||||
{
|
||||
bool added = false;
|
||||
|
||||
// Try to add a non-crossing edge
|
||||
for (int j = 0; j < pointCount; j++)
|
||||
{
|
||||
if (i == j || IsConnected(i, j)) continue;
|
||||
|
||||
Connection temp = new Connection { a = points[i], b = points[j] };
|
||||
if (DoesIntersectAny(temp)) continue;
|
||||
|
||||
AddConnection(i, j);
|
||||
degrees[i]++;
|
||||
degrees[j]++;
|
||||
added = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// If no valid non-crossing edge found, allow one forced connection (rare case)
|
||||
if (!added)
|
||||
{
|
||||
for (int j = 0; j < pointCount; j++)
|
||||
{
|
||||
if (i == j || IsConnected(i, j)) continue;
|
||||
|
||||
AddConnection(i, j);
|
||||
degrees[i]++;
|
||||
degrees[j]++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Step 4: Shuffle point positions to create the puzzle
|
||||
foreach (var p in points)
|
||||
p.transform.localPosition = Random.insideUnitCircle * 400f; // localPosition keeps them under spawnParent
|
||||
|
||||
foreach (var c in connections)
|
||||
c.UpdateLine();
|
||||
}
|
||||
private void AddConnection(int a, int b)
|
||||
{
|
||||
var c = new Connection { a = points[a], b = points[b] };
|
||||
var lr = Instantiate(linePrefab, spawnParent);
|
||||
c.line = lr;
|
||||
c.UpdateLine();
|
||||
connections.Add(c);
|
||||
}
|
||||
|
||||
private bool IsConnected(int a, int b)
|
||||
{
|
||||
return connections.Exists(c =>
|
||||
(c.a.id == a && c.b.id == b) ||
|
||||
(c.a.id == b && c.b.id == a));
|
||||
}
|
||||
|
||||
private bool DoesIntersectAny(Connection cand)
|
||||
{
|
||||
foreach (var c in connections)
|
||||
{
|
||||
if (cand.SharesPointWith(c)) continue;
|
||||
if (LinesIntersect(cand, c)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool IsTooClose(Vector2 pos)
|
||||
{
|
||||
return points.Exists(p => Vector2.Distance(p.transform.position, pos) < 0.5f);
|
||||
}
|
||||
|
||||
private void ClearOldGame()
|
||||
{
|
||||
foreach (var p in points) Destroy(p.gameObject);
|
||||
foreach (var c in connections) Destroy(c.line.gameObject);
|
||||
}
|
||||
|
||||
public void CheckIfSolved()
|
||||
{
|
||||
if (gameState != UGameState.Playing) return;
|
||||
foreach (var c1 in connections)
|
||||
foreach (var c2 in connections)
|
||||
if (c1 != c2 && !c1.SharesPointWith(c2) && LinesIntersect(c1, c2))
|
||||
return;
|
||||
|
||||
// no intersections found!
|
||||
statusText.text = "Completed!";
|
||||
// if (loseUI != null)
|
||||
// loseUI.SetActive(false);
|
||||
// if (winUI != null)
|
||||
// winUI.SetActive(true);
|
||||
SetGameState(UGameState.Win);
|
||||
Debug.Log("Puzzle Untangle solved!");
|
||||
if (winSound != null) {
|
||||
SoundFXManager.instance.PlaySound(winSound, transform, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
private void AutoSolve()
|
||||
{
|
||||
if (gameState != UGameState.Playing) return;
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
points[i].transform.position = solutionPositions[i];
|
||||
connections.ForEach(c => c.UpdateLine());
|
||||
CheckIfSolved();
|
||||
}
|
||||
|
||||
#region Line‑intersection helpers
|
||||
private bool LinesIntersect(Connection c1, Connection c2)
|
||||
{
|
||||
Vector2 p1 = c1.a.transform.position;
|
||||
Vector2 q1 = c1.b.transform.position;
|
||||
Vector2 p2 = c2.a.transform.position;
|
||||
Vector2 q2 = c2.b.transform.position;
|
||||
return DoIntersect(p1, q1, p2, q2);
|
||||
}
|
||||
|
||||
private bool DoIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
|
||||
{
|
||||
int o1 = Orientation(a, b, c);
|
||||
int o2 = Orientation(a, b, d);
|
||||
int o3 = Orientation(c, d, a);
|
||||
int o4 = Orientation(c, d, b);
|
||||
return o1 != o2 && o3 != o4;
|
||||
}
|
||||
|
||||
private int Orientation(Vector2 a, Vector2 b, Vector2 c)
|
||||
{
|
||||
float v = (b.y - a.y) * (c.x - b.x) - (b.x - a.x) * (c.y - b.y);
|
||||
if (Mathf.Abs(v) < 1e-4f) return 0;
|
||||
return (v > 0) ? 1 : 2;
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b4d8850cd43cad4fbba7540819becaa
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
45272
Assets/Scenes/level3_A.unity
Normal file
45272
Assets/Scenes/level3_A.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/level3_A.unity.meta
Normal file
7
Assets/Scenes/level3_A.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f6599ab9c095e8c5b89236d20a0ff45
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
34231
Assets/Scenes/level5.unity
Normal file
34231
Assets/Scenes/level5.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/level5.unity.meta
Normal file
7
Assets/Scenes/level5.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e9103ecf3cab7c85ab78b5bf899fecc
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -109,7 +109,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Texture: {fileID: 2800000, guid: 512b915f03ab75543a4daa1c71b7a8e4, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MaskMap:
|
||||
|
@ -13,6 +13,23 @@ public class Inventory : MonoBehaviour
|
||||
[SerializeField] private Transform handSlot;
|
||||
private GameObject currentSpawnedItem;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Debug.Log("Inventory initialized on: " + gameObject.name);
|
||||
|
||||
var existing = FindObjectsOfType<Inventory>();
|
||||
if (existing.Length > 1)
|
||||
{
|
||||
Debug.LogWarning("Multiple Inventory instances found, destroying duplicate.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Update()
|
||||
{ // handle selecting slots with number keys using new unity input system
|
||||
for (int i = 0; i < 10; i++)
|
||||
@ -57,6 +74,19 @@ public class Inventory : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public bool HasItem(string itemName)
|
||||
{
|
||||
foreach (var item in slots)
|
||||
{
|
||||
if (item != null && item.itemName == itemName)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
private void SelectNextSlot()
|
||||
{
|
||||
currentSlot = (currentSlot + 1) % slots.Length;
|
||||
|
@ -7,168 +7,196 @@ public class DoorInteraction : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Animator myDoor = null;
|
||||
[SerializeField] private string animationFile = "DoorAnimation.013";
|
||||
|
||||
// [SerializeField] private Transform playerCamera = null;
|
||||
[SerializeField] private float interactionDistance = 2f;
|
||||
|
||||
[SerializeField] private TabletController tabletController = null;
|
||||
[SerializeField] private TabletScript tabletScript = null;
|
||||
[SerializeField] private ControlScript controlScript = null;
|
||||
// PUZZLES CONFIGS
|
||||
|
||||
// Mines puzzle
|
||||
[SerializeField] private int bombs = 9;
|
||||
[SerializeField] private int gridSize = 11;
|
||||
[SerializeField] private int timeLimitSeconds = 10;
|
||||
|
||||
// Word puzzle
|
||||
[SerializeField] private string overrideWord = string.Empty;
|
||||
|
||||
// Simon Says puzzle
|
||||
[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;
|
||||
|
||||
public TabletScreen doorPuzzleType = TabletScreen.Mines;
|
||||
|
||||
public TMP_Text interactionPrompt;
|
||||
|
||||
// private bool isTabletOpen = false;
|
||||
|
||||
public bool skipPuzzle = false;
|
||||
private bool isBeingLookedAt = false;
|
||||
private bool startedPuzzle = false;
|
||||
private static int doorCount = 0;
|
||||
|
||||
[Header("Required Item to Unlock")]
|
||||
[SerializeField] private string requiredItemName = "Minesweeper";
|
||||
[SerializeField] private Inventory inventory = null;
|
||||
|
||||
private static bool isImportantPrompt = false;
|
||||
|
||||
|
||||
private static int doorCount = 0; // n doors being looked at
|
||||
void Awake()
|
||||
{
|
||||
|
||||
if (interactionPrompt != null && doorCount == 0)
|
||||
{
|
||||
interactionPrompt.enabled = false;
|
||||
}
|
||||
closeTabletPrompt.SetActive(false);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (interactionPrompt != null)
|
||||
{
|
||||
|
||||
interactionPrompt.enabled = false;
|
||||
|
||||
interactionPrompt.enabled = false;
|
||||
isImportantPrompt = false;
|
||||
//Debug.Log("[isImportantPrompt] Reset to FALSE due to OnDisable or look away");
|
||||
|
||||
}
|
||||
// set target door text to empty
|
||||
if (targetDoorText != null)
|
||||
{
|
||||
targetDoorText.text = "Target Door: 0";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (skipPuzzle) {
|
||||
// open door animation and delete self
|
||||
if (skipPuzzle)
|
||||
{
|
||||
myDoor.Play(animationFile, 0, 0.0f);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
else {
|
||||
else
|
||||
{
|
||||
bool lookedAt = IsPlayerLookingAtDoor();
|
||||
if (lookedAt && !isBeingLookedAt)
|
||||
{
|
||||
isBeingLookedAt = true;
|
||||
Debug.Log("Door is being looked at" + gameObject.name);
|
||||
// Debug.Log("Door is being looked at" + gameObject.name);
|
||||
doorCount++;
|
||||
}
|
||||
else if (!lookedAt && isBeingLookedAt)
|
||||
{
|
||||
isBeingLookedAt = false;
|
||||
doorCount--;
|
||||
interactionPrompt.enabled = false;
|
||||
isImportantPrompt = false;
|
||||
//Debug.Log("[isImportantPrompt] Reset to FALSE due to OnDisable or look away");
|
||||
|
||||
}
|
||||
// Debug.Log("Door count: " + doorCount);
|
||||
|
||||
|
||||
|
||||
if (!tabletController.isShowing && doorCount > 0)
|
||||
if (!tabletController.isShowing && doorCount > 0 && !isImportantPrompt)
|
||||
{
|
||||
TextPopUp("Press TAB to open tablet.");
|
||||
tabletIcon.enabled = true;
|
||||
// tabletScript.SetScreen(TabletScreen.MainMenu);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (tabletController.isShowing && doorCount > 0)
|
||||
{
|
||||
tabletController.setIsOnMainMenu(true);
|
||||
// tabletScript.SetScreen(TabletScreen.MainMenu);
|
||||
}
|
||||
// if (tabletController.isShowing && doorCount < 1) {
|
||||
// // we can tell to put away the tablet
|
||||
// if (interactionPrompt != null)
|
||||
// {
|
||||
// interactionPrompt.enabled = true;
|
||||
// }
|
||||
// // TextPopUp("Press T to open and close tablet.");
|
||||
|
||||
// }
|
||||
if (tabletController.isShowing && lookedAt) {
|
||||
// set text on door to be Target Door: 000 (last 3 characters of animation file)
|
||||
if (!startedPuzzle) {
|
||||
tabletScript.SetScreen(TabletScreen.MainMenu);
|
||||
if (tabletController.isShowing && lookedAt)
|
||||
{
|
||||
if (!startedPuzzle)
|
||||
{
|
||||
if (inventory != null && inventory.HasItem(requiredItemName))
|
||||
{
|
||||
tabletScript.SetScreen(TabletScreen.MainMenu);
|
||||
}
|
||||
else
|
||||
{
|
||||
//isImportantPrompt = true;
|
||||
string msg = "Missing USB for: " + requiredItemName;
|
||||
Debug.Log("[USB Check] Showing: " + msg);
|
||||
TextPopUp(msg, true);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (targetDoorText != null)
|
||||
{
|
||||
string sceneName = gameObject.scene.name;
|
||||
// check if scene has underscore, if yes remove underscore and everything after it
|
||||
if (sceneName.Contains("_"))
|
||||
{
|
||||
sceneName = sceneName.Substring(0, sceneName.IndexOf("_"));
|
||||
}
|
||||
int sceneNumber = int.Parse(sceneName.Substring(sceneName.Length - 1));
|
||||
targetDoorText.text = "Target Door: " +sceneNumber + animationFile.Substring(animationFile.Length - 2);
|
||||
// Debug.Log("Target Door: " + animationFile.Substring(animationFile.Length - 3));
|
||||
targetDoorText.text = "Target Door: " + sceneNumber + animationFile.Substring(animationFile.Length - 2);
|
||||
}
|
||||
// if player is not on main menu and game is not initialized and puzzle has not been started we start the puzzle for this door
|
||||
if (!tabletController.isOnMainMenu && controlScript.GameState == EGameState.Uninitialized && !startedPuzzle)
|
||||
|
||||
if (!tabletController.isOnMainMenu && !startedPuzzle)
|
||||
{
|
||||
StartPuzzle(doorPuzzleType);
|
||||
startedPuzzle = true;
|
||||
StartPuzzle(doorPuzzleType);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (doorCount <= 0 || tabletController.isShowing)
|
||||
|
||||
// Only hide the prompt if it's NOT an important one
|
||||
if (!isImportantPrompt)
|
||||
{
|
||||
doorCount = 0;
|
||||
tabletIcon.enabled = false;
|
||||
if (interactionPrompt != null) {
|
||||
interactionPrompt.enabled = false;
|
||||
if (doorCount <= 0 || tabletController.isShowing)
|
||||
{
|
||||
doorCount = 0;
|
||||
tabletIcon.enabled = false;
|
||||
|
||||
if (interactionPrompt != null)
|
||||
{
|
||||
// Debug.Log($"[Prompt OFF] Closing prompt. isImportantPrompt={isImportantPrompt}");
|
||||
|
||||
// Debug.Log($"[Prompt OFF] Hiding prompt: '{interactionPrompt.text}'");
|
||||
interactionPrompt.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (doorCount > 0 && !tabletController.isShowing)
|
||||
{
|
||||
// enable tablet icon on a screen
|
||||
tabletIcon.enabled = true;
|
||||
if (interactionPrompt != null)
|
||||
if (interactionPrompt != null && !isImportantPrompt)
|
||||
{
|
||||
interactionPrompt.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TextPopUp(string text)
|
||||
private void TextPopUp(string text, bool important = false)
|
||||
{
|
||||
if (interactionPrompt != null)
|
||||
{
|
||||
if (interactionPrompt != null)
|
||||
// Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
|
||||
|
||||
if (!isImportantPrompt || important)
|
||||
{
|
||||
interactionPrompt.text = text;
|
||||
interactionPrompt.enabled = true;
|
||||
interactionPrompt.text = text;
|
||||
interactionPrompt.enabled = true;
|
||||
if (important)
|
||||
{
|
||||
isImportantPrompt = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private bool IsPlayerLookingAtDoor()
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
|
||||
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, interactionDistance))
|
||||
{
|
||||
return hit.collider.gameObject == gameObject;
|
||||
@ -184,10 +212,8 @@ public class DoorInteraction : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Debug.Log("Starting puzzle");
|
||||
|
||||
// get function to call for the set screen
|
||||
switch (screen)
|
||||
{
|
||||
case TabletScreen.Word:
|
||||
@ -202,6 +228,9 @@ public class DoorInteraction : MonoBehaviour
|
||||
case TabletScreen.SimonSays:
|
||||
tabletScript.SetScreenSimonSays(simonSaysPuzzleIndex);
|
||||
break;
|
||||
case TabletScreen.Untangle:
|
||||
tabletScript.SetScreenUntangle(numPoints);
|
||||
break;
|
||||
}
|
||||
|
||||
StartCoroutine(WaitForPuzzleCompletion());
|
||||
@ -214,12 +243,9 @@ public class DoorInteraction : MonoBehaviour
|
||||
closeTabletPrompt.SetActive(true);
|
||||
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
// set prompt on screen to close tablet
|
||||
myDoor.Play(animationFile, 0, 0.0f);
|
||||
startedPuzzle = false;
|
||||
// TextPopUp("Press T to Close tablet.");
|
||||
tabletScript.gameState = PuzzleGameState.Uninitialized; // reset the game state to default state
|
||||
tabletScript.gameState = PuzzleGameState.Uninitialized;
|
||||
gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
|
92
Assets/Scripts/OpenLogHandler.cs
Normal file
92
Assets/Scripts/OpenLogHandler.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class OpenLogHandler : MonoBehaviour
|
||||
{
|
||||
public GameObject scrollableTextPanel; // Assign your "ScrollableTextPanel" in the Inspector
|
||||
[SerializeField] private TextMeshProUGUI scrollableText; // Assign your TextMeshProUGUI component in the Inspector
|
||||
[SerializeField] private string logText = "This is the log text that will be displayed in the scrollable panel."; // The text to display
|
||||
|
||||
[SerializeField] private GameObject contentPanel; // Assign your content panel in the Inspector
|
||||
|
||||
[Header("Player Control Locking")]
|
||||
public GameObject[] crosshairs;
|
||||
public MonoBehaviour playerMovementScript;
|
||||
|
||||
private bool isPanelOpen = false;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0)) // Left mouse button click
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
if (hit.transform == transform) // Check if the clicked object is the one this script is attached to
|
||||
{
|
||||
Debug.Log("Clicked on the Log!");
|
||||
ShowPanel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isPanelOpen && Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
void ShowPanel()
|
||||
{
|
||||
if (!scrollableTextPanel.activeSelf)
|
||||
{
|
||||
|
||||
scrollableText.text = logText; // Set the text in the TextMeshProUGUI component
|
||||
// set content to posY 0
|
||||
RectTransform contentRect = contentPanel.GetComponent<RectTransform>();
|
||||
contentRect.position = new Vector3(contentRect.position.x, 0, contentRect.position.z);
|
||||
scrollableTextPanel.SetActive(true);
|
||||
LockPlayerControl();
|
||||
isPanelOpen = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ClosePanel()
|
||||
{
|
||||
scrollableTextPanel.SetActive(false);
|
||||
UnlockPlayerControl();
|
||||
isPanelOpen = false;
|
||||
}
|
||||
|
||||
void LockPlayerControl()
|
||||
{
|
||||
foreach (GameObject crosshair in crosshairs)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetActive(false);
|
||||
}
|
||||
if (playerMovementScript != null)
|
||||
playerMovementScript.enabled = false;
|
||||
|
||||
Time.timeScale = 0f;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
public void UnlockPlayerControl()
|
||||
{
|
||||
foreach (GameObject crosshair in crosshairs)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetActive(true);
|
||||
}
|
||||
if (playerMovementScript != null)
|
||||
playerMovementScript.enabled = true;
|
||||
|
||||
Time.timeScale = 1f;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
}
|
2
Assets/Scripts/OpenLogHandler.cs.meta
Normal file
2
Assets/Scripts/OpenLogHandler.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0951d6b44dbbf8779bd1a0e0ed1b75f8
|
@ -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);
|
||||
|
18
Assets/Scripts/ScriptableObjects/ClickInOrderItem.asset
Normal file
18
Assets/Scripts/ScriptableObjects/ClickInOrderItem.asset
Normal file
@ -0,0 +1,18 @@
|
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@ -13,5 +13,6 @@ MonoBehaviour:
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|
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m_EditorClassIdentifier:
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|
18
Assets/Scripts/ScriptableObjects/GuessTheWord.asset
Normal file
18
Assets/Scripts/ScriptableObjects/GuessTheWord.asset
Normal file
@ -0,0 +1,18 @@
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%YAML 1.1
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Assets/Scripts/ScriptableObjects/GuessTheWord.asset.meta
Normal file
8
Assets/Scripts/ScriptableObjects/GuessTheWord.asset.meta
Normal file
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Assets/Scripts/ScriptableObjects/GuessTheWordItem.asset
Normal file
17
Assets/Scripts/ScriptableObjects/GuessTheWordItem.asset
Normal file
@ -0,0 +1,17 @@
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%YAML 1.1
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Assets/Scripts/ScriptableObjects/KeyCardItem_blue.asset
Normal file
18
Assets/Scripts/ScriptableObjects/KeyCardItem_blue.asset
Normal file
@ -0,0 +1,18 @@
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%YAML 1.1
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Assets/Scripts/ScriptableObjects/MinesweeperItem.asset
Normal file
17
Assets/Scripts/ScriptableObjects/MinesweeperItem.asset
Normal file
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Assets/Scripts/ScriptableObjects/Untangle Item.asset
Normal file
18
Assets/Scripts/ScriptableObjects/Untangle Item.asset
Normal file
@ -0,0 +1,18 @@
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isKeyCard: 0
|
||||
|
@ -20,6 +20,7 @@ public class TabletController : MonoBehaviour
|
||||
|
||||
public void setIsOnMainMenu(bool isOnMainMenu)
|
||||
{
|
||||
Debug.Log("Setting isOnMainMenu to " + isOnMainMenu);
|
||||
this.isOnMainMenu = isOnMainMenu;
|
||||
}
|
||||
|
||||
|
47
Assets/Scripts/UsbInteractable.cs
Normal file
47
Assets/Scripts/UsbInteractable.cs
Normal file
@ -0,0 +1,47 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class UsbInteractable : MonoBehaviour
|
||||
{
|
||||
public GameObject interactionHintUI; // Reference to UI text
|
||||
public Item itemToAddToInventory; // ScriptableObject item to add
|
||||
|
||||
private bool isMouseHovering = false;
|
||||
|
||||
void OnMouseEnter()
|
||||
{
|
||||
interactionHintUI.SetActive(true);
|
||||
interactionHintUI.GetComponent<TextMeshProUGUI>().text =
|
||||
$"Left-click to download {itemToAddToInventory.itemName} to tablet";
|
||||
|
||||
isMouseHovering = true;
|
||||
Debug.Log($"Mouse entered USB for {itemToAddToInventory.itemName}. Showing hint.");
|
||||
}
|
||||
|
||||
void OnMouseExit()
|
||||
{
|
||||
interactionHintUI.SetActive(false);
|
||||
isMouseHovering = false;
|
||||
Debug.Log($"Mouse exited USB for {itemToAddToInventory.itemName}. Hiding hint.");
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isMouseHovering && Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Debug.Log($"Downloaded {itemToAddToInventory.itemName} to inventory.");
|
||||
interactionHintUI.SetActive(false);
|
||||
|
||||
// Add to Inventory
|
||||
var inventory = FindObjectOfType<Inventory>();
|
||||
if (inventory != null)
|
||||
{
|
||||
inventory.AddItem(itemToAddToInventory);
|
||||
|
||||
}
|
||||
|
||||
// Hide USB object from scene
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
2
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Assets/Unity UI Samples/Fonts/Jupiter/Jupiter.ttf
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BIN
Assets/Unity UI Samples/Fonts/Jupiter/Jupiter.ttf
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user