150 lines
3.8 KiB
C#
150 lines
3.8 KiB
C#
using UnityEngine;
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public class SetelahGempaUI : MonoBehaviour
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{
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public GameObject canvasSetelahGempa; // Parent canvas
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public GameObject[] slides; // Panel-panel slide
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public GameObject slidePanel; // Panel container (parent dari slides)
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public PlayerBergerak1 kontrolPlayer;
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public PathVisualizer pathVisualizer;
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public int indexSlideUntukConfirm = 5;
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private int currentSlide = 0;
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private float waktuTerakhirNextSlide = -10f;
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private float delayMinimumConfirm = 0.2f;
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public FlowController flowController;
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public float jarakMax = 2f;
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void Start()
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{
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}
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public void TampilkanUI(Transform kamera)
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{
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if (canvasSetelahGempa == null || kamera == null)
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{
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Debug.LogWarning("UI atau kamera belum di-assign!");
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return;
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}
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Vector3 arah = kamera.forward;
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Ray ray = new Ray(kamera.position, arah);
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RaycastHit hit;
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Vector3 posisiFinal;
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if (Physics.Raycast(ray, out hit, jarakMax))
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{
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posisiFinal = hit.point - arah * 0.1f;
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}
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else
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{
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posisiFinal = kamera.position + arah * jarakMax;
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}
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posisiFinal.y = 1.6f;
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canvasSetelahGempa.transform.position = posisiFinal;
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Vector3 arahRotasi = posisiFinal - kamera.position;
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arahRotasi.y = 0;
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canvasSetelahGempa.transform.rotation = Quaternion.LookRotation(arahRotasi);
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canvasSetelahGempa.SetActive(true);
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ShowSlide(0);
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slidePanel.SetActive(true);
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}
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void ShowSlide(int index)
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{
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for (int i = 0; i < slides.Length; i++)
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{
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slides[i].SetActive(i == index);
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}
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currentSlide = index;
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}
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void NextSlide()
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{
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if (currentSlide < slides.Length - 1)
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{
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ShowSlide(currentSlide + 1);
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waktuTerakhirNextSlide = Time.time;
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}
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}
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void PrevSlide()
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{
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if (currentSlide > 0)
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{
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ShowSlide(currentSlide - 1);
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}
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}
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void ConfirmSlide()
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{
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if (currentSlide != indexSlideUntukConfirm)
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{
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Debug.LogWarning("❌ Confirm bukan pada slide yang ditentukan.");
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return;
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}
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if (Time.time - waktuTerakhirNextSlide < delayMinimumConfirm)
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{
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Debug.LogWarning("❌ Confirm terlalu cepat.");
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return;
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}
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slidePanel.SetActive(false);
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if (canvasSetelahGempa != null)
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canvasSetelahGempa.SetActive(false);
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if (kontrolPlayer != null)
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kontrolPlayer.Gerak = true;
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if (pathVisualizer != null)
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pathVisualizer.enabled = true;
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if (flowController != null)
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flowController.SelesaiEvakuasi();
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Debug.Log("✅ Confirm selesai, player bisa bergerak, path ditampilkan.");
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}
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void Update()
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{
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if (!canvasSetelahGempa.activeSelf) return;
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if (Input.GetKeyDown(KeyCode.JoystickButton1) || Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.E))
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{
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if (currentSlide < indexSlideUntukConfirm)
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NextSlide();
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else if (currentSlide == indexSlideUntukConfirm && Time.time - waktuTerakhirNextSlide > delayMinimumConfirm)
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ConfirmSlide();
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}
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if (Input.GetKeyDown(KeyCode.JoystickButton0) || Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.Q))
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{
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PrevSlide();
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}
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if (Input.GetKeyDown(KeyCode.Return))
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{
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if (currentSlide == indexSlideUntukConfirm && Time.time - waktuTerakhirNextSlide > delayMinimumConfirm)
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ConfirmSlide();
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}
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}
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public bool UIAktif
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{
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get { return canvasSetelahGempa != null && canvasSetelahGempa.activeSelf; }
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}
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}
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