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May 29th, 2017
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  1. using UnityEngine; using UnityEngine.UI; using System.Collections;
  2. public class TextController : MonoBehaviour {
  3.     public Text text;
  4.     private enum States {cell, sheets_0, sheets_1, lock_0, lock_1, mirror, cell_mirror, freedom}; private States myState;
  5.     // Use this for initialization void Start () { myState = States.cell; }
  6.     // Update is called once per frame void Update () { print (myState); if (myState == States.cell) {state_cell();} else if (myState == States.sheets_0) {state_sheets_0();} else if (myState == States.sheets_1) {state_sheets_1();} else if (myState == States.lock_0) {state_lock_0();} else if (myState == States.lock_1) {state_lock_1();} else if (myState == States.mirror) {state_mirror();} else if (myState == States.cell_mirror) {state_cell_mirror();} else if (myState == States.freedom) {state_freedom();} }
  7.     void state_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;} }
  8.     void state_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;} }
  9.     void state_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;} }
  10.     void state_sheets_1() { text.text = "Holding a mirror in your hand doesn't make the sheets look " + "any better.\n\n" +
  11.                                         "Press R to Return to roaming your cell" ; if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell_mirror;}
  12.     }
  13.     void state_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;} }
  14.     void state_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.freedom;} else if (Input.GetKeyDown(KeyCode.R)) {myState = States.cell_mirror;} }
  15.     void state_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;} }
  16.     void state_freedom() { text.text = "You are FREE!\n\n" + "Press P to Play again"; if (Input.GetKeyDown(KeyCode.P)) {myState = States.cell;} }
  17. }
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