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,
corridor_0, stairs_0, floor, closet_door, stairs_1, corridor_1, in_closet, stairs_2, corridor_2, corridor_3, courtyard};
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.mirror)
{
mirror();
}
else if (myState == States.sheets_0)
{
sheets_0();
}
else if (myState == States.lock_0)
{
lock_0();
}
else if (myState == States.cell_mirror)
{
cell_mirror();
}
else if (myState == States.sheets_1)
{
sheets_1();
}
else if (myState == States.lock_1)
{
lock_1();
}
else if (myState == States.corridor_0)
{
corridor_0();
}
else if (myState == States.floor)
{
floor();
}
else if (myState == States.closet_door)
{
closet_door();
}
else if (myState == States.stairs_0)
{
stairs_0();
}
else if (myState == States.stairs_1)
{
stairs_1();
}
else if (myState == States.corridor_1)
{
corridor_1();
}
else if (myState == States.in_closet)
{
in_closet();
}
else if (myState == States.stairs_2)
{
stairs_2();
}
else if (myState == States.corridor_2)
{
corridor_2();
}
else if (myState == States.corridor_3)
{
corridor_3();
}
else if (myState == States.courtyard)
{
myState = States.courtyard;
}
}
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 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 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 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_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_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()
void stairs_0()
{
text.text = "You open the door to the stairwell, but you hear guards " +
"talking upstairs. There seems to be a guard posted" +
"on each floor.\n\n" +
"Press R to Return";
if (Input.GetKeyDown(KeyCode.R))
{
corridor_0();
}
}
void closet_door()
{
text.text = "You try to open the closet door but it's locked\n\n" +
"Press R to Return";
if (Input.GetKeyDown(KeyCode.R))
{
corridor_0();
}
}
void floor()
{
text.text = "You see something glimmer on the floor not too far from you. " +
"You walk over to it. It's a hairpin. Maybe I can use " +
"this to unlock the closet door.\n\n" +
"Press H to pick up the Hairclip or R to Return";
if (Input.GetKeyDown(KeyCode.H))
{
corridor_1();
}
else if (Input.GetKeyDown(KeyCode.R))
{
corridor_0();
}
}
void corridor_1()
{
text.text = "You are standing in the corridor with the hairclip " +
"in your hand.\n\n" +
"Press S to go to Stairs or P to Pick the lock on the closet";
if (Input.GetKeyDown(KeyCode.S))
{
stairs_1();
}
else if (Input.GetKeyDown(KeyCode.P))
{
in_closet();
}
}
void stairs_1()
{
text.text = "You open the door to the stairwell, but you rememeber " +
"that there are always gaurds posted here.\n\n" +
"Press R to Return";
if (Input.GetKeyDown(KeyCode.R))
{
corridor_1();
}
}
void in_closet()
{
text.text = "You see a unused janitor suit.\n\n" +
"Press D to Dress or R to Return";
if (Input.GetKeyDown(KeyCode.D))
{
corridor_3();
}
else if (Input.GetKeyDown(KeyCode.R))
{
corridor_2();
}
}
void stairs_2()
{
text.text = "You open the door to the stairwell to hear guards up the stairs " +
"talking, but you notice there are no guards below you.\n\n" +
"Press R to Return";
if (Input.GetKeyDown(KeyCode.R))
{
corridor_2();
}
}
void corridor_2()
{
text.text = "You are back from the closet to see a stairwell and a exit door. " +
"You can exit becuase you have a jumpsuit on and the guards " +
"will catch you.\n\n" +
"Press B to go Back";
if (Input.GetKeyDown(KeyCode.B))
{
in_closet();
}
}
void corridor_3()
{
text.text = "You put the janitor suit on and disposed of your jumpsuit. " +
"Now the only thing left to do is walk out the exit " +
"door to the courtyard!\n\n" +
"Press E to Exit";
if (Input.GetKeyDown(KeyCode.E))
{
myState = States.courtyard;
}
}
void courtayrd()
{
text.text = "You see the bright blue sky and feel the hot sun on your skin. " +
"You walked straight past the guards and out the front gates. " +
"It's a beautiful day to have escaped prison!\n\n" +
"Press P to Play again";
if (Input.GetKeyDown(KeyCode.P))
{
corridor_0();
}
}
}