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TextController Cs PDF

The document describes a TextController class written in C# for a Unity game. The class controls the text displayed to the player as they progress through different states represented by an enum. It contains methods for each state that display descriptive text and transition to new states based on player input. The states progress the player through exploring options in their prison cell, escaping their cell, and attempting to escape the prison while avoiding guards.
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0% found this document useful (0 votes)
22 views

TextController Cs PDF

The document describes a TextController class written in C# for a Unity game. The class controls the text displayed to the player as they progress through different states represented by an enum. It contains methods for each state that display descriptive text and transition to new states based on player input. The states progress the player through exploring options in their prison cell, escaping their cell, and attempting to escape the prison while avoiding guards.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TextController.

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;}
}

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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 =
}

you find a hairclip.\n\n" +


H to take the Hairclip." ;
States.corridor_0;}
States.corridor_1;}

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 " +

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TextController.cs

"you the courage to climb up the staris to your death!\n\n" +


"Press R to Return to the corridor";
if (Input.GetKeyDown(KeyCode.R))
{myState = States.corridor_2;}
}
void 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 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 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 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 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 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 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 " +

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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;}
}
}

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