// Use this for initialization
	void Start () {
		dialog = FindObjectOfType<DialogSystem> ();
		renderer = GetComponent<MeshRenderer> ();
		puzzle = FindObjectOfType<KitchenScript> ();
		room = FindObjectOfType<RoomScript> ();

		GameState.Fumes = (GameState.FumesColor) Random.Range (0, get_fumes_count());
		switch (GameState.Fumes)
		{
		case GameState.FumesColor.Red:
			dialog.ShowText ("Red fumes wildly dancing on top of the cauldron");
			renderer.material = red_cauldron;
			break;
		case GameState.FumesColor.Green:
			dialog.ShowText ("Cauldron spits some green stuff");
			renderer.material = green_cauldron;
			break;
		case GameState.FumesColor.Yellow:
			dialog.ShowText ("Cauldron spits some yellow stuff");
			renderer.material = yellow_cauldron;
			break;
		case GameState.FumesColor.Pink:
			dialog.ShowText ("Something pinky is cooking");
			renderer.material = pink_cauldron;
			break;
		default:
			dialog.ShowText ("You're  cannot understand the color of the fumes");
			break;
		}
	}
    // Use this for initialization
    void Start () {
        LevelComplete = false;
        room = FindObjectOfType<RoomScript>();
        dialog = FindObjectOfType<DialogSystem>();

        Invoke("TimesUp", LevelTime);
    }
    // Use this for initialization
    void Start() {
        dialog = FindObjectOfType<DialogSystem>();
        room = FindObjectOfType<RoomScript>();

        Invoke("Death", PuzzleTime);

        StartCoroutine(Story());
       
    }
 public static DialogSystem GetDialogSystem()
 {
     if (dialogSystem == null)
     {
         dialogSystem = new DialogSystem();
         return dialogSystem;
     }
     else
     {
         return dialogSystem;
     }
 }
	// Use this for initialization
	void Start () {
		dialog = FindObjectOfType<DialogSystem> ();
		room = FindObjectOfType<RoomScript> ();
		Intro ();

		int ingridient1_hide = -1;
		int ingridient2_hide = -1;
		while (ingridient1_hide == ingridient2_hide) {
			ingridient1_hide = Random.Range (0, get_total_ingridients_count());
			ingridient2_hide = Random.Range (0, get_total_ingridients_count());
		}

		hide_ingridient (ingridient1_hide);
		hide_ingridient (ingridient2_hide);

		LevelComplete = false;
	}
	// Use this for initialization
	void Start () {

		room = FindObjectOfType<RoomScript>();
		puzzle = FindObjectOfType<KitchenScript> ();
		dialog = FindObjectOfType<DialogSystem> ();
	}
 void Start() {
     room = FindObjectOfType<RoomScript>();
     dialog = FindObjectOfType<DialogSystem>();
     puzzle = FindObjectOfType<CorridorPuzzle>();
 }
Beispiel #8
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 // Start is called before the first frame update
 void Start()
 {
     anim   = GetComponent <Animator>();
     dialog = GetComponent <DialogSystem>();
 }
 void Start() {
     dialog = FindObjectOfType<DialogSystem>();
     Invoke("FuckMyHead", 2);
 }
	// Use this for initialization
	void Start () {
		dialog = FindObjectOfType<DialogSystem>();
		kitchen = FindObjectOfType<KitchenScript> ();
	}
Beispiel #11
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 private void Awake()
 {
     Instance = this;
 }
Beispiel #12
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 void Start()
 {
     dialog = transform.Find("Dialog").GetComponent <DialogSystem>();
 }
Beispiel #13
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 void Start()
 {
     daehwachang   = GameObject.Find("Dialog").GetComponent <DialogSystem>();
     ShortDistance = 10000000;
     ICon          = false;
 }
 void Awake()
 {
     dialogSystem = FindObjectOfType <DialogSystem>();
 }
Beispiel #15
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 // Use this for initialization
 void Start()
 {
     parent = GameObject.Find("DialogSystem").GetComponent <DialogSystem> () as DialogSystem;
 }
Beispiel #16
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 void Start() {
     puzzle = FindObjectOfType<BottlePuzzle>();
     dialog = FindObjectOfType<DialogSystem>();
 }
Beispiel #17
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 void BeginDisplayingMessage()
 {
     StartCoroutine(DialogSystem.Instance().DisplayMessageAndChoices(message,
                                                                     new DialogBox.Choice("Chirp?", () => print("Uh huh.")),
                                                                     new DialogBox.Choice("I see, I see.", () => print("No you don't."))));
 }
Beispiel #18
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 void Start()
 {
     dialogSystem      = FindObjectOfType <DialogSystem>();
     isDialogDisplayed = false;
 }
	// Use this for initialization
	void Start () {
        dialog = FindObjectOfType<DialogSystem>();
        room = FindObjectOfType<RoomScript>();
	}
Beispiel #20
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    public override void RunAction()
    {
        DialogSystem dlg = GameObject.Find("Dialog System").GetComponent <DialogSystem>();

        dlg.PauseDialog();
    }
    void Start()
    {
        uiText      = this.gameObject.GetComponentInChildren<Text>();
        startPosY   = this.transform.localPosition.y;
        uiText.text = "";

        dialogSystem = DialogSystem.GetDialogSystem();

        showing      = false;
        showingTimer = 0;

        hiding       = false;
        hidingTimer  = 0;
    }
Beispiel #22
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 void Awake()
 {
     _dialogSystem = FindObjectOfType <DialogSystem>();
     _inputActions = new PlayerInputActions();
 }