diff --git a/Assets/CharactersScript.cs b/Assets/CharactersScript.cs new file mode 100644 index 00000000..68e6dfd0 --- /dev/null +++ b/Assets/CharactersScript.cs @@ -0,0 +1,110 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class CharactersScript : MonoBehaviour +{ + public GameObject[] characters; // Array of character models or portraits + private int currentIndex = 0; + public Button nextButton; + public Button prevButton; + public Button selectButton; // Separate "Select" button for current character + + void Start() + { + nextButton.onClick.AddListener(ShowNextCharacter); + prevButton.onClick.AddListener(ShowPreviousCharacter); + selectButton.onClick.AddListener(OnSelectButtonClick); + + // Load the saved character name from PlayerPrefs + string savedCharacterName = PlayerPrefs.GetString("selectedCharacterKey"); + + if (string.IsNullOrEmpty(savedCharacterName)) + { + currentIndex = 0; // Automatically select the first character + PlayerPrefs.SetString("selectedCharacterKey", characters[currentIndex].name); + PlayerPrefs.Save(); + } + else + { + // Find the index of the saved character + currentIndex = Array.FindIndex(characters, character => character.name == savedCharacterName); + + if (currentIndex < 0 || currentIndex >= characters.Length) + { + currentIndex = 0; // Default to the first character if not found + } + } + + // Show the initial character and update the button text + ShowCharacter(currentIndex); + UpdateSelectButtonText(characters[currentIndex]); + } + + void ShowNextCharacter() + { + currentIndex = (currentIndex + 1) % characters.Length; + ShowCharacter(currentIndex); + UpdateSelectButtonText(characters[currentIndex]); + } + + void ShowPreviousCharacter() + { + currentIndex = (currentIndex - 1 + characters.Length) % characters.Length; + ShowCharacter(currentIndex); + UpdateSelectButtonText(characters[currentIndex]); + } + + void OnSelectButtonClick() + { + // Handle the selection logic + GameObject selectedCharacter = characters[currentIndex]; + + // Save the selected character name to PlayerPrefs + PlayerPrefs.SetString("selectedCharacterKey", selectedCharacter.name); + PlayerPrefs.SetInt("currentIndex", currentIndex); + PlayerPrefs.Save(); + Debug.Log("current index" + currentIndex); + Debug.Log("Selected Character: " + selectedCharacter.name); + + // Update the "Select" button text to "Selected" + UpdateSelectButtonText(selectedCharacter); + } + + void ShowCharacter(int index) + { + // Hide all characters + foreach (GameObject character in characters) + { + character.SetActive(false); + } + + // Show the character at the specified index + if (index >= 0 && index < characters.Length) + { + characters[index].SetActive(true); + } + } + + void UpdateSelectButtonText(GameObject currentCharacter) + { + // Update the "Select" button text to "Selected" if this character is the one saved in PlayerPrefs + string 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