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Unity Konzola Cela

IT-Academy | PRO | 08/07/17 04:26:08 PM UTC | 0 ⭐ | 515 👁️ | Never ⏰ | []
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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)        {cell();}
        else if (myState == States.sheets_0)    {sheets_0();}
        else if (myState == States.sheets_1)    {sheets_1();}
        else if (myState == States.lock_0)      {lock_0();}
        else if (myState == States.lock_1)      {lock_1();}
        else if (myState == States.mirror)      {mirror();}
        else if (myState == States.cell_mirror) {cell_mirror();}
        else if (myState == States.corridor_0)  {corridor_0();}
        else if (myState == States.stairs_0)    {stairs_0();}
        else if (myState == States.stairs_1)    {stairs_1();}
        else if (myState == States.stairs_2)    {stairs_2();}
        else if (myState == States.courtyard)   {courtyard();}
        else if (myState == States.floor)       {floor();}
        else if (myState == States.corridor_1)  {corridor_1();}
        else if (myState == States.corridor_2)  {corridor_2();}
        else if (myState == States.corridor_3)  {corridor_3();}
        else if (myState == States.closet_door) {closet_door();}
        else if (myState == States.in_closet)   {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;}
    }
    
    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, you find a hairclip.\n\n" +
                    "Press R to Return to the standing, or H to take the Hairclip." ;
        if      (Input.GetKeyDown(KeyCode.R))   {myState = States.corridor_0;}
        else if (Input.GetKeyDown(KeyCode.H))   {myState = 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 " +
                    "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 " +
                    "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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    01/01/70 12:00:00 AM UTC
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