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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class TextController : MonoBehaviour {
- public Text text;
- private enum States {cell, mirror, sheets_0, lock_0, cell_mirror, sheets_1, lock_1, freedom};
- 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) {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 ();}
- }
- 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 the view Sheets, press 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 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;
- }
- }
- 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, 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 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 in your cell";
- if (Input.GetKeyDown (KeyCode.R)) {
- myState = States.cell;
- }
- }
- void state_sheets_1 ()
- {
- text.text = "You can't believe you sleep in these things. They still " +
- "haven't been changed... The pleasures of prison life " +
- "I guess!\n\n" +
- "Press R to return to roaiming in your cell";
- if (Input.GetKeyDown (KeyCode.R)) {
- myState = States.cell_mirror;
- }
- }
- 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 roaiming in your cell";
- if (Input.GetKeyDown (KeyCode.R)) {
- myState = States.cell;
- }
- }
- void state_lock_1 ()
- {
- text.text = "You carefully put the mirror through the barsm abd turn it round " +
- "so you can see the lock. You can just make out fingerprints around " +
- "the buttons. You press the dirty buttons... You 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;
- }
- }
- void state_freedom ()
- {
- text.text = "You are free! \n\n" +
- "Press P to play again";
- if (Input.GetKeyDown (KeyCode.P)) {
- myState = States.cell;
- }
- }
- }
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