TextController Cs PDF
TextController Cs PDF
cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TextController : MonoBehaviour {
public Text text;
private enum States {
cell, mirror, sheets_0, lock_0, cell_mirror, sheets_1, lock_1, corridor_0, stairs_0, stairs_1,
stairs_2, courtyard, floor, corridor_1, corridor_2, corridor_3,closet_door, in_closet
};
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)
else if (myState == States.sheets_0)
else if (myState == States.sheets_1)
else if (myState == States.lock_0)
else if (myState == States.lock_1)
else if (myState == States.mirror)
else if (myState == States.cell_mirror)
else if (myState == States.corridor_0)
else if (myState == States.stairs_0)
else if (myState == States.stairs_1)
else if (myState == States.stairs_2)
else if (myState == States.courtyard)
else if (myState == States.floor)
else if (myState == States.corridor_1)
else if (myState == States.corridor_2)
else if (myState == States.corridor_3)
else if (myState == States.closet_door)
else if (myState == States.in_closet)
}
{cell();}
{sheets_0();}
{sheets_1();}
{lock_0();}
{lock_1();}
{mirror();}
{cell_mirror();}
{corridor_0();}
{stairs_0();}
{stairs_1();}
{stairs_2();}
{courtyard();}
{floor();}
{corridor_1();}
{corridor_2();}
{corridor_3();}
{closet_door();}
{in_closet();}
void in_closet() {
text.text = "Inside the closet you see a cleaner's uniform that looks about your size! " +
"Seems like your day is looking-up.\n\n" +
"Press D to Dress up, or R to Return to the corridor";
if
(Input.GetKeyDown(KeyCode.R)) {myState = States.corridor_2;}
else if (Input.GetKeyDown(KeyCode.D)) {myState = States.corridor_3;}
}
void closet_door() {
text.text = "You are looking at a closet door, unfortunately it's locked. " +
"Maybe you could find something around to help enourage it open?\n\n" +
"Press R to Return to the corridor";
if (Input.GetKeyDown(KeyCode.R))
{myState = States.corridor_0;}
}
TextController.cs
void corridor_3() {
text.text = "You're standing back in the corridor, now convincingly dressed as a cleaner. " +
"You strongly consider the run for freedom.\n\n" +
"Press S to take the Stairs, or U to Undress";
if
(Input.GetKeyDown(KeyCode.S)) {myState = States.courtyard;}
else if (Input.GetKeyDown(KeyCode.U)) {myState = States.in_closet;}
}
void corridor_2() {
text.text = "Back in the corridor, having declined to dress-up as a cleaner.\n\n" +
"Press C to revisit the Closet, and S to climb the stairs";
if
(Input.GetKeyDown(KeyCode.C)) {myState = States.in_closet;}
else if (Input.GetKeyDown(KeyCode.S)) {myState = States.stairs_2;}
}
void corridor_1() {
text.text = "Still in the corridor. Floor still dirty. Hairclip in hand. " +
"Now what? You wonder if that lock on the closet would succumb to " +
"to some lock-picking?\n\n" +
"P to Pick the lock, and S to climb the stairs";
if (Input.GetKeyDown(KeyCode.P))
{myState = States.in_closet;}
else if (Input.GetKeyDown(KeyCode.S)) {myState = States.stairs_1;}
}
void floor () {
text.text = "Rummagaing around on the dirty floor,
"Press R to Return to the standing, or
if
(Input.GetKeyDown(KeyCode.R)) {myState =
else if (Input.GetKeyDown(KeyCode.H)) {myState =
}
void courtyard () {
text.text = "You walk through the courtyard dressed as a cleaner. " +
"The guard tips his hat at you as you waltz past, claiming " +
"your freedom. You heart races as you walk into the sunset.\n\n" +
"Press P to Play again." ;
if (Input.GetKeyDown(KeyCode.P))
{myState = States.cell;}
}
void stairs_0 () {
text.text = "You start walking up the stairs towards the outside light. " +
"You realise it's not break time, and you'll be caught immediately. " +
"You slither back down the stairs and reconsider.\n\n" +
"Press R to Return to the corridor." ;
if (Input.GetKeyDown(KeyCode.R))
{myState = States.corridor_0;}
}
void stairs_1 () {
text.text = "Unfortunately weilding a puny hairclip hasn't given you the " +
"confidence to walk out into a courtyard surrounded by armed guards!\n\n" +
"Press R to Retreat down the stairs" ;
if (Input.GetKeyDown(KeyCode.R))
{myState = States.corridor_1;}
}
void stairs_2() {
text.text = "You feel smug for picking the closet door open, and are still armed with " +
"a hairclip (now badly bent). Even these achievements together don't give " +
TextController.cs
TextController.cs
"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.corridor_0;}
else if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell_mirror;}
}
void corridor_0() {
text.text = "You're out of your cell, but not out of trouble." +
"You are in the corridor, there's a closet and some stairs leading to " +
"the courtyard. There's also various detritus on the floor.\n\n" +
"C to view the Closet, F to inspect the Floor, and S to climb the stairs";
if
(Input.GetKeyDown(KeyCode.S)) {myState = States.stairs_0;}
else if (Input.GetKeyDown(KeyCode.F)) {myState = States.floor;}
else if (Input.GetKeyDown(KeyCode.C)) {myState = States.closet_door;}
}
}