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scoreText; // Reference to the TMP text - public AudioSource returnSound; // Sound to play when cart is returned - public CarAlarm carAlarm; // Reference to the CarAlarm script + public TMP_Text scoreText; // UI score display + public AudioSource returnSound; // Cart return sound + public CarAlarm carAlarm; // Car alarm script + public GameObject keyPrefab; // The key object to spawn + public Transform keySpawnPoint; // Where to spawn the key + + public int cartsNeeded = 2; // How many to trigger car alarm + public int cartsToEndDay = 10; // How many to spawn keys + private int score = 0; - public int cartsNeeded = 2; // Number of carts required to trigger alarm - private int cartsReturned = 0; // Counter for returned carts + private int cartsReturned = 0; + private bool keysSpawned = false; private void OnTriggerEnter(Collider other) { if (other.CompareTag("Cart")) { score++; - scoreText.text = "Score: " + score; // Update the TMP UI + scoreText.text = "Score: " + score; - returnSound.Play(); // Play sound when cart is returned + returnSound.Play(); - // Increase the cart return counter cartsReturned++; - // Check if enough carts have been returned - if (cartsReturned >= cartsNeeded) + if (cartsReturned == cartsNeeded) { - carAlarm?.TriggerAlarm(); // Trigger the alarm + carAlarm?.TriggerAlarm(); + } + + if (score >= cartsToEndDay && !keysSpawned) + { + SpawnKeys(); } - // Optionally: Destroy or deactivate the cart when it's returned Destroy(other.gameObject); } } + + private void SpawnKeys() + { + if (keyPrefab != null && keySpawnPoint != null) + { + Instantiate(keyPrefab, keySpawnPoint.position, Quaternion.identity); + keysSpawned = true; + Debug.Log("Keys spawned near the car."); + } + else + { + Debug.LogWarning("Key prefab or spawn point is not assigned!"); + } + } } diff --git a/Assets/Scripts/Day1CarExitTrigger.cs b/Assets/Scripts/Day1CarExitTrigger.cs new file mode 100644 index 0000000..1312c66 --- /dev/null +++ b/Assets/Scripts/Day1CarExitTrigger.cs @@ -0,0 +1,32 @@ +using UnityEngine; +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 + + private void OnTriggerEnter(Collider other) + { + if (!other.CompareTag("Player")) return; + + if (KeyPickup.hasKeys) + { + if (dayCompleteUI != null) + dayCompleteUI.SetActive(true); + + if (messageText != null) + messageText.text = "Day 1 Complete!"; + + Debug.Log("Day complete! Player has keys."); + Time.timeScale = 0f; + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + else + { + if (messageText != null) + messageText.text = "You need to find your keys near the car!"; + } + } +} diff --git a/Assets/Scripts/Day1CarExitTrigger.cs.meta b/Assets/Scripts/Day1CarExitTrigger.cs.meta new file mode 100644 index 0000000..05a704f --- /dev/null +++ b/Assets/Scripts/Day1CarExitTrigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af1bf7877d7405047afe9a3a59f3ea63 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KeyPickup.cs b/Assets/Scripts/KeyPickup.cs new file mode 100644 index 0000000..929e946 --- /dev/null +++ b/Assets/Scripts/KeyPickup.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class KeyPickup : MonoBehaviour +{ + public static bool hasKeys = false; + + private void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Player")) + { + hasKeys = true; + Debug.Log("Picked up the keys!"); + Destroy(gameObject); + } + } +} diff --git a/Assets/Scripts/KeyPickup.cs.meta b/Assets/Scripts/KeyPickup.cs.meta new file mode 100644 index 0000000..667e697 --- /dev/null +++ b/Assets/Scripts/KeyPickup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1afb084224635154cb35b554337852ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainMenuController.cs b/Assets/Scripts/MainMenuController.cs index a2dd686..1d957d1 100644 --- a/Assets/Scripts/MainMenuController.cs +++ b/Assets/Scripts/MainMenuController.cs @@ -14,6 +14,8 @@ public class MainMenuController : MonoBehaviour Cursor.lockState = CursorLockMode.None; Cursor.visible = true; + + Debug.Log("Main menu started — cursor should be visible."); } public void StartGame() @@ -21,10 +23,12 @@ public class MainMenuController : MonoBehaviour startMenuUI.SetActive(false); if (gameUI != null) gameUI.SetActive(true); - Time.timeScale = 1f; + Time.timeScale = 1f; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; + + Debug.Log("Game started — cursor locked."); } public void QuitGame()