resolved issues and added minigames to list

This commit is contained in:
2026-06-05 18:48:01 +02:00
parent 8319301381
commit 67f5c09021
27 changed files with 87 additions and 1756 deletions

View File

@@ -7,7 +7,7 @@ using TMPro;
using UnityEditor;
using UnityEngine;
public enum GameState
public enum MinigameState
{
Idle,
ShowingSequance,
@@ -27,7 +27,7 @@ public class ButtonsMinigame : MonoBehaviour, ITask
public TMP_Text statusText;
public GameObject startButton;
private int playerStep = 0;
private GameState state = GameState.Idle;
private MinigameState state = MinigameState.Idle;
private List<int> sequence = new List<int>();
public string TaskID { get; set; }
@@ -54,7 +54,7 @@ public class ButtonsMinigame : MonoBehaviour, ITask
IEnumerator PlaySequence()
{
SetState(GameState.ShowingSequance);
SetState(MinigameState.ShowingSequance);
yield return new WaitForSeconds(delayBeforeSequence);
for (int i = 0; i < sequence.Count; i++)
@@ -67,12 +67,12 @@ public class ButtonsMinigame : MonoBehaviour, ITask
}
playerStep = 0;
SetState(GameState.PlayerTurn);
SetState(MinigameState.PlayerTurn);
}
void Start()
{
SetState(GameState.Idle);
SetState(MinigameState.Idle);
}
public void StartGame()
@@ -83,34 +83,34 @@ public class ButtonsMinigame : MonoBehaviour, ITask
StartCoroutine(PlaySequence());
}
void SetState(GameState newState)
void SetState(MinigameState newState)
{
state = newState;
switch (newState)
{
case GameState.Idle:
case MinigameState.Idle:
statusText.text = "Get Ready!";
break;
case GameState.ShowingSequance:
case MinigameState.ShowingSequance:
statusText.text = "Watch the sequence";
break;
case GameState.PlayerTurn:
case MinigameState.PlayerTurn:
statusText.text = "Your turn!";
break;
case GameState.GameOver:
case MinigameState.GameOver:
statusText.text = "Gameover";
break;
case GameState.MinigameWon:
case MinigameState.MinigameWon:
statusText.text = "Task Completed";
break;
}
startButton.SetActive(state == GameState.Idle || state == GameState.GameOver);
startButton.SetActive(state == MinigameState.Idle || state == MinigameState.GameOver);
}
public void OnButtonClicked(int buttonIndex)
{
if (state != GameState.PlayerTurn) return;
if (state != MinigameState.PlayerTurn) return;
if (buttonIndex == sequence[playerStep])
{
playerStep++;
@@ -118,7 +118,7 @@ public class ButtonsMinigame : MonoBehaviour, ITask
{
if (round >= winRound)
{
SetState(GameState.MinigameWon);
SetState(MinigameState.MinigameWon);
Complete();
}
else
@@ -132,7 +132,7 @@ public class ButtonsMinigame : MonoBehaviour, ITask
}
else
{
SetState(GameState.GameOver);
SetState(MinigameState.GameOver);
Debug.Log("GameOver");
}
}

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