using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System;
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_0(); }
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(); }
}
}
private void State_freedom()
{
throw new NotImplementedException();
}
private void State_cell_mirror()
{
throw new NotImplementedException();
}
private void State_mirror()
{
NewMethod1();
}
private static void NewMethod1()
{
NewMethod();
}
private static void NewMethod()
{
throw new NotImplementedException();
}
private void State_lock_1()
{
throw new NotImplementedException();
}
private void State_lock()
{
throw new NotImplementedException();
}
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; }
}
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 to Return to roaming your cell";
if (Input.GetKeyDown(KeyCode.R)) { myState = States.cell; }
{
}
}
void State_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; }
}
}
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; }
}
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; }
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_mirror()
void State_lock_1()
Is where i am getting a problem i can not seem to declare it so i think it doesn’t no its there
Thank you