added fxb store model

This commit is contained in:
Alexander Sellite 2025-05-10 02:29:26 -04:00
commit 4bced375fd
7 changed files with 3987 additions and 9 deletions

3851
Assets/Scenes/Day1.unity Normal file

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@ -12,7 +12,7 @@ public class CartReturnZone : MonoBehaviour
public int cartsNeeded = 2; // How many to trigger car alarm
public int cartsToEndDay = 10; // How many to spawn keys
private int score = 0;
private int score = 9;
private int cartsReturned = 0;
private bool keysSpawned = false;

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@ -3,30 +3,62 @@ using TMPro;
public class Day1CarExitTrigger : MonoBehaviour
{
public GameObject dayCompleteUI; // UI panel that shows "Day 1 Complete!"
public TMP_Text messageText; // Optional text to show messages
public GameObject dayCompleteUI; // Panel that shows "Day 1 Complete!"
public TMP_Text messageText; // Text field for displaying messages
public FadeToBlack fadeScreen; // Reference to FadeToBlack script
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
Debug.Log("Something entered car trigger: " + other.name);
if (!other.CompareTag("Player"))
{
Debug.Log("Not the player, ignoring.");
return;
}
Debug.Log("Player entered car trigger");
if (KeyPickup.hasKeys)
{
Debug.Log("Player has keys — showing UI and fading.");
if (dayCompleteUI != null)
{
dayCompleteUI.SetActive(true);
Debug.Log("Day complete UI enabled.");
}
if (messageText != null)
{
messageText.text = "Day 1 Complete!";
Debug.Log("Message text set to 'Day 1 Complete!'");
}
Debug.Log("Day complete! Player has keys.");
Time.timeScale = 0f;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
if (fadeScreen != null)
{
fadeScreen.StartFade();
Debug.Log("Called StartFade() on FadeToBlack.");
}
else
{
Debug.LogWarning("Fade screen is not assigned!");
}
// Optional: Move these into FadeToBlack if you want them after the fade completes
// Time.timeScale = 0f;
// Cursor.lockState = CursorLockMode.None;
// Cursor.visible = true;
}
else
{
Debug.Log("Player does NOT have keys");
if (messageText != null)
{
messageText.text = "You need to find your keys near the car!";
Debug.Log("Message text set to 'You need to find your keys...'");
}
}
}
}

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@ -0,0 +1,77 @@
using UnityEngine;
using UnityEngine.UI;
public class FadeToBlack : MonoBehaviour
{
public float fadeDuration = 2f;
private Image fadeImage;
private bool startFading = false;
private float timer = 0f;
private bool fadeComplete = false;
public GameObject startMenuUI; // Assign this in Inspector if needed
void Start()
{
fadeImage = GetComponent<Image>();
if (fadeImage == null)
{
Debug.LogError("FadeToBlack: No Image component found!");
return;
}
Color startColor = fadeImage.color;
startColor.a = 0f;
fadeImage.color = startColor;
Debug.Log("FadeToBlack: Initialized with alpha 0.");
}
void Update()
{
if (startFading && !fadeComplete)
{
timer += Time.unscaledDeltaTime;
float alpha = Mathf.Clamp01(timer / fadeDuration);
Color newColor = fadeImage.color;
newColor.a = alpha;
fadeImage.color = newColor;
if (alpha >= 1f)
{
fadeComplete = true;
Debug.Log("FadeToBlack: Fade complete.");
OnFadeComplete();
}
}
}
public void StartFade()
{
Debug.Log("FadeToBlack: StartFade() called.");
startFading = true;
if (fadeImage != null)
{
fadeImage.color = new Color(0f, 0f, 0f, 0f); // Ensure it's black and invisible at the start
}
if (startMenuUI != null && startMenuUI.activeInHierarchy)
{
Debug.Log("Start menu was still active — disabling it.");
startMenuUI.SetActive(false);
}
}
private void OnFadeComplete()
{
Debug.Log("Fade complete — now locking cursor and pausing game.");
Time.timeScale = 0f;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}

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