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;} } }