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Author SHA1 Message Date
4f1fa31abe Merge pull request 'morepuzzles' (#6) from morepuzzles into main
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Reviewed-on: #6
2025-04-20 23:07:22 -04:00
a52cc24d0d fix untangle and make sure full game works
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2025-04-20 23:06:02 -04:00
3b12b691cf add most of untangle game
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2025-04-20 19:28:52 -04:00
f47a079f7b Merge pull request 'add inventory images' (#5) from invimages into main
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Reviewed-on: #5
2025-04-20 16:26:35 -04:00
aa4d195c0c add inventory images
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2025-04-20 16:25:38 -04:00
ff4e9a0c68 Merge pull request 'ethanlvls3and4' (#4) from ethanlvls3and4 into main
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Reviewed-on: #4
2025-04-20 15:26:59 -04:00
b31265b8fd Merge branch 'main' into ethanlvls3and4
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2025-04-20 15:25:30 -04:00
c5d2c3cf8c add logs to level3
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2025-04-20 14:05:11 -04:00
c7e6fad050 fix puzzles level3
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2025-04-20 12:57:56 -04:00
53769ac95a merge zephyr to main
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2025-04-20 11:47:21 -04:00
7ae17f473b add level5 model
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2025-04-19 13:15:30 -04:00
940f732ea9 add level3_4 model and scene 3_A WIP 2025-04-19 02:15:57 -04:00
42dd1d02ba add usb for doors
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2025-04-19 08:00:08 +08:00
302 changed files with 164705 additions and 3442 deletions

6
.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
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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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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;
}
}

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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();
}
}

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fileFormatVersion: 2
guid: a2576d4090b96f542a3fd9afb4387f5d

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@ -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();
}
}

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guid: 5c5e9a183c94351dbbfe349a667626ae

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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 Lineintersection 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
}

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@ -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:

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@ -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;

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@ -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;
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) {
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;
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));
}
// 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)
// 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);
}
if (!tabletController.isOnMainMenu && !startedPuzzle)
{
StartPuzzle(doorPuzzleType);
startedPuzzle = true;
StartPuzzle(doorPuzzleType);
}
}
}
// Only hide the prompt if it's NOT an important one
if (!isImportantPrompt)
{
if (doorCount <= 0 || tabletController.isShowing)
{
doorCount = 0;
tabletIcon.enabled = false;
if (interactionPrompt != null) {
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)
{
// Debug.Log($"[TextPopUp] Request: '{text}', important={important}, currentImportant={isImportantPrompt}");
if (!isImportantPrompt || important)
{
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);
}
}

View 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;
}
}

View File

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View File

@ -55,6 +55,10 @@ public class PickUpKeyCard : MonoBehaviour
if (!Input.GetMouseButtonDown(0)) return;
bool hasSpace = false;
if (playerInventory != null)
{
foreach (var slot in playerInventory.slots)
if (slot == null) { hasSpace = true; break; }
@ -64,16 +68,19 @@ public class PickUpKeyCard : MonoBehaviour
if (interactionPrompt) interactionPrompt.text = "Inventory full!";
return;
}
}
isPickedUp = true;
if (isKeyCard && keyCardPlayer != null)
keyCardPlayer.hasKeyCard = true;
if (playerInventory != null)
{
playerInventory.AddItem(keyCardItem);
FindObjectOfType<InventoryUI>()?.RefreshUI();
Destroy(gameObject);
outline.enabled = false;
}
if (outline) outline.enabled = false;
interactionPrompt.enabled = false;
objectAnimator?.Play(animationName, 0, 0);
if (pickupSound) SoundFXManager.instance.PlaySound(pickupSound, transform, 1.5f);

View File

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@ -20,6 +20,7 @@ public class TabletController : MonoBehaviour
public void setIsOnMainMenu(bool isOnMainMenu)
{
Debug.Log("Setting isOnMainMenu to " + isOnMainMenu);
this.isOnMainMenu = isOnMainMenu;
}

View 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);
}
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