Created
December 14, 2015 14:43
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Simple text game working with Enum - Unity
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
public class TextController : MonoBehaviour { | |
public Text text; | |
private enum States {cell, sheets_0, sheets_1, lock_0, lock_1, mirror, cell_mirror, freedom}; | |
private States myState; | |
// Use this for initialization | |
void Start () { | |
myState = States.cell; | |
} | |
// Update is called once per frame | |
void Update () { | |
print (myState); | |
if (myState == States.cell) {state_cell();} | |
else if (myState == States.sheets_0) {state_sheets_0();} | |
else if (myState == States.sheets_1) {state_sheets_1();} | |
else if (myState == States.lock_0) {state_lock_0();} | |
else if (myState == States.lock_1) {state_lock_1();} | |
else if (myState == States.mirror) {state_mirror();} | |
else if (myState == States.cell_mirror) {state_cell_mirror();} | |
else if (myState == States.freedom) {state_freedom();} | |
} | |
void state_cell() { | |
text.text = "You are in a prison cell, and you want to escape. There are " + | |
"some dirty sheets on the bed, a mirror on the wall, and the door " + | |
"is locked from the outside.\n\n" + | |
"Press S to view Sheets, M to view Mirror and L to view Lock" ; | |
if (Input.GetKeyDown(KeyCode.S)) {myState = States.sheets_0;} | |
else if (Input.GetKeyDown(KeyCode.M)) {myState = States.mirror;} | |
else if (Input.GetKeyDown(KeyCode.L)) {myState = States.lock_0;} | |
} | |
void state_mirror() { | |
text.text = "The dirty old mirror on the wall seems loose.\n\n" + | |
"Press T to Take the mirror, or R to Return to cell" ; | |
if (Input.GetKeyDown(KeyCode.T)) {myState = States.cell_mirror;} | |
else if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell;} | |
} | |
void state_sheets_0() { | |
text.text = "You can't believe you sleep in these things. Surely it's " + | |
"time somebody changed them. The pleasures of prison life " + | |
"I guess!\n\n" + | |
"Press R to Return to roaming your cell" ; | |
if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell;} | |
} | |
void state_sheets_1() { | |
text.text = "Holding a mirror in your hand doesn't make the sheets look " + | |
"any better.\n\n" + | |
"Press R to Return to roaming your cell" ; | |
if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell_mirror;} | |
} | |
void state_lock_0() { | |
text.text = "This is one of those button locks. You have no idea what the " + | |
"combination is. You wish you could somehow see where the dirty " + | |
"fingerprints were, maybe that would help.\n\n" + | |
"Press R to Return to roaming your cell" ; | |
if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell;} | |
} | |
void state_lock_1() { | |
text.text = "You carefully put the mirror through the bars, and turn it round " + | |
"so you can see the lock. You can just make out fingerprints around " + | |
"the buttons. You press the dirty buttons, and hear a click.\n\n" + | |
"Press O to Open, or R to Return to your cell" ; | |
if (Input.GetKeyDown(KeyCode.O)) {myState = States.freedom;} | |
else if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell_mirror;} | |
} | |
void state_cell_mirror() { | |
text.text = "You are still in your cell, and you STILL want to escape! There are " + | |
"some dirty sheets on the bed, a mark where the mirror was, " + | |
"and that pesky door is still there, and firmly locked!\n\n" + | |
"Press S to view Sheets, or L to view Lock" ; | |
if (Input.GetKeyDown(KeyCode.S)) {myState = States.sheets_1;} | |
else if (Input.GetKeyDown(KeyCode.L)) {myState = States.lock_1;} | |
} | |
void state_freedom() { | |
text.text = "You are FREE!\n\n" + | |
"Press P to Play again"; | |
if (Input.GetKeyDown(KeyCode.P)) {myState = States.cell;} | |
} | |
} |
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