Added character selection scene
parent
77b729d710
commit
17f45c6e19
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class CharactersScript : MonoBehaviour
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{
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public GameObject[] characters; // Array of character models or portraits
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private int currentIndex = 0;
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public Button nextButton;
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public Button prevButton;
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public Button selectButton; // Separate "Select" button for current character
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void Start()
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{
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nextButton.onClick.AddListener(ShowNextCharacter);
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prevButton.onClick.AddListener(ShowPreviousCharacter);
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selectButton.onClick.AddListener(OnSelectButtonClick);
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// Load the saved character name from PlayerPrefs
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string savedCharacterName = PlayerPrefs.GetString("selectedCharacterKey");
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if (string.IsNullOrEmpty(savedCharacterName))
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{
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currentIndex = 0; // Automatically select the first character
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PlayerPrefs.SetString("selectedCharacterKey", characters[currentIndex].name);
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PlayerPrefs.Save();
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}
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else
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{
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// Find the index of the saved character
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currentIndex = Array.FindIndex(characters, character => character.name == savedCharacterName);
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if (currentIndex < 0 || currentIndex >= characters.Length)
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{
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currentIndex = 0; // Default to the first character if not found
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}
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}
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// Show the initial character and update the button text
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ShowCharacter(currentIndex);
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UpdateSelectButtonText(characters[currentIndex]);
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}
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void ShowNextCharacter()
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{
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currentIndex = (currentIndex + 1) % characters.Length;
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ShowCharacter(currentIndex);
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UpdateSelectButtonText(characters[currentIndex]);
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}
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void ShowPreviousCharacter()
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{
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currentIndex = (currentIndex - 1 + characters.Length) % characters.Length;
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ShowCharacter(currentIndex);
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UpdateSelectButtonText(characters[currentIndex]);
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}
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void OnSelectButtonClick()
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{
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// Handle the selection logic
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GameObject selectedCharacter = characters[currentIndex];
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// Save the selected character name to PlayerPrefs
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PlayerPrefs.SetString("selectedCharacterKey", selectedCharacter.name);
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PlayerPrefs.SetInt("currentIndex", currentIndex);
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PlayerPrefs.Save();
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Debug.Log("current index" + currentIndex);
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Debug.Log("Selected Character: " + selectedCharacter.name);
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// Update the "Select" button text to "Selected"
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UpdateSelectButtonText(selectedCharacter);
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}
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void ShowCharacter(int index)
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{
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// Hide all characters
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foreach (GameObject character in characters)
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{
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character.SetActive(false);
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}
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// Show the character at the specified index
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if (index >= 0 && index < characters.Length)
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{
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characters[index].SetActive(true);
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}
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}
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void UpdateSelectButtonText(GameObject currentCharacter)
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{
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// Update the "Select" button text to "Selected" if this character is the one saved in PlayerPrefs
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string savedCharacterName = PlayerPrefs.GetString("selectedCharacterKey");
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if (currentCharacter.name == savedCharacterName)
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{
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selectButton.GetComponentInChildren<Text>().text = "Selected";
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}
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else
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{
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selectButton.GetComponentInChildren<Text>().text = "Select";
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}
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}
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public void playGame()
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
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}
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}
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assetBundleVariant:
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Loading…
Reference in New Issue