using Polyart; using Unity.VisualScripting; using UnityEngine; public class MiniGameManager : MonoBehaviour { [Header("Canvas GameObjects")] public GameObject miniGameCanvas; void Awake() { if (miniGameCanvas != null) { miniGameCanvas.SetActive(false); } } void OnTriggerEnter(Collider other) { FirstPersonController_Polyart player = other.GetComponent(); CharacterController characterController = player.GetComponent(); if (player != null && characterController != null) { // Disable player movement player.DisablePlayer(); // Show the mini-game canvas, and enable the cursor to allow player to answer if (miniGameCanvas != null) { miniGameCanvas.SetActive(true); } Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } public void YesAnswer() { miniGameCanvas.SetActive(false); Cursor.lockState = CursorLockMode.Locked; LoadingScene.Instance.BeginMiniGame(); } public void NoAnswer() { // Hide the cursor and lock it back to the game view Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; // Hide the mini-game canvas if (miniGameCanvas != null) { miniGameCanvas.SetActive(false); } // Re-enable player movement FirstPersonController_Polyart player = FindAnyObjectByType(); if (player != null) { player.EnablePlayer(); } } }