public void OnPlayerTalkTo() { if (CurrentNpc != null && CurrentNpc is ISpeak) { ISpeak speakingNpc = CurrentNpc as ISpeak; CurrentLocationInformation = speakingNpc.Speak(); } }
public void OnShrineTalkTo() { if (CurrentShrine != null && CurrentShrine is ISpeak) { ISpeak speakingShrine = CurrentShrine as ISpeak; CurrentLocationInformation = speakingShrine.Speak(); } }
public void OnPlayerTalkTo() { if (CurrentNPC != null && CurrentNPC is ISpeak) { ISpeak speakingNPC = CurrentNPC as ISpeak; CurrentLocationInformation = speakingNPC.Speak(); } }
// Fliters through every item in the current stage. If they are within reach sorts them into list by priority. void SearchPlayerArea() { List <Lootable> lootList = new List <Lootable>(); List <Door> doorList = new List <Door>(); List <NPC> npcList = new List <NPC>(); foreach (Object item in Area.maps[player.Stage][player.StageDepth].Objects) { if (item.Location[0] <= player.Height + player.Location[0] && item.Location[0] + item.Height >= player.Location[0] && item.Location[1] <= player.Width + player.Location[1] && item.Location[1] + item.Width >= player.Location[1] + 4) { if (item is Lootable) { lootList.Add(item as Lootable); } else if (item is Door) { doorList.Add(item as Door); } else if (item is NPC) { npcList.Add(item as NPC); } } } if (lootList.Count() > 0) { PickupItem(lootList[0]); } else if (npcList.Count() > 0) { if (npcList[0] is ISpeak) { player.Experience += npcList[0].Experience; npcList[0].Experience = 0; UpdatePlayerLevel(); ISpeak speak = npcList[0] as ISpeak; scene.DisplayText(npcList[0].Name, speak.Speak()); if (npcList[0].Gift != null) { scene.DisplayText("Item Get", npcList[0].Gift.Name + " was added to your inventory!"); player.Experience += npcList[0].Gift.Experience; npcList[0].Gift.Experience = 0; UpdatePlayerLevel(); player.Inventory.Add(npcList[0].Gift); npcList[0].Gift = null; } } else { scene.DisplayText(npcList[0].Name, npcList[0].Dialogue); } } else if (doorList.Count() > 0) { doorList[0].Open(player, this); } }
static void Main(string[] args) { Person person = new Person(); IWalk walk = person; ISpeak speak = person; speak.sayHello(); walk.walkForward(); }
public void OnPlayerTalkTo() { if (CurrentNpc != null && CurrentNpc is ISpeak) { ISpeak speakingNpc = CurrentNpc as ISpeak; string message = speakingNpc.Speak(); _messages.Add(message); } }
public void DisplayTalkToEnemy(Enemy enemy) { ISpeak speakingEnemy = enemy as ISpeak; string message = speakingEnemy.Speak(); IBattle battlingEnemy = enemy as IBattle; string attackMessage = battlingEnemy.AttackMessage; DisplayGamePlayScreen("Speak to Character", message + "\n " + attackMessage, ActionMenu.AttackMenu, ""); }
public void OnPlayerTalkTo() { if (CurrentNPC != null && CurrentNPC is ISpeak) { ISpeak speakingNPC = CurrentNPC as ISpeak; CurrentLocationInformation = speakingNPC.Speak(); _player.NPCsEngaged.Add(_currentNPC); _player.UpdateMissionStatus(); } }
public void OnPlayerTalkTo() { if (CurrentNpc != null && CurrentNpc is ISpeak) { ISpeak speakingNpc = CurrentNpc as ISpeak; CurrentLocationInformation = speakingNpc.Speak(); _player.NpcsEngaged.Add(_currentNpc); _player.UpdateMissionStatus(); } }
static void Main(string[] args) { Console.WriteLine("Hello World!"); Animal[] animals = new Animal[5]; ISpeak[] Speaker = new ISpeak[4]; Manticore ElPapi = new Manticore { Name = "ElPapi", Diet = "Blood and Bones", Lift = (1000 * 32.17), Intro = "I am ElPapi" }; Mermaid KanyeBass = new Mermaid { Name = "KanyeBass", Diet = "FishSticks", IsIntelligent = false, Intro = "I love FishSticks" }; Eagle Freedom = new Eagle { Name = "Freedom", HasFins = false, NumWings = 50, Lift = 1817, Diet = "Worms" }; Rhino Rocksteady = new Rhino { Name = "Rocksteady", NumOfLegs = 4, Diet = "Meat and more meat", Intro = "I'm gonna crush those pesky ninja turtles" }; Dragon Oenomaus = new Dragon { Name = "Oenomaus", IsIntelligent = true, Intro = "Im a DAWG BOWWWWWWW", Diet = "All meat baby", HasTeeth = true }; Speaker[0] = ElPapi; Speaker[1] = KanyeBass; Speaker[2] = Rocksteady; Speaker[3] = Oenomaus; animals[0] = ElPapi; animals[1] = KanyeBass; animals[2] = Freedom; animals[3] = Rocksteady; animals[4] = Oenomaus; for (int i = 0; i < Speaker.Length; i++) { var speakers = Speaker[i]; if (speakers is HasWings) { var speakingWings = (HasWings)speakers; speakingWings.ImFlying(); } else if (speakers is NoWings) { var grounded = (NoWings)speakers; grounded.GroundBB(); } } for (int i = 0; i < animals.Length; i++) { Console.WriteLine($"My name is {animals[i].Name} and I like to eat {animals[i].Diet}"); } }
static void Main(string[] args) { Cat cat = new Cat(); Trump trump = new Trump(); GorillaWithDowns gwd = new GorillaWithDowns(); var phrases = new Phrase(); var catPhrases = new List <string>(); var gwdPhrases = new List <string>(); var trumpPhrases = new List <string>(); string bannana = "Can I have a bannana?"; string child = "Please drop your child in my cage"; string canHazTrump = "I can haz babY tRumP?!"; string racist = "I am a stupid racist"; string tradeWar = "Trade wars are easy to win"; string dictator = "Maybe I just wont leave"; string meow = "MeowMeowMeow"; string purr = "Purrrrr"; string hiss = "Hiss"; gwdPhrases.Add(bannana); gwdPhrases.Add(child); gwdPhrases.Add(canHazTrump); trumpPhrases.Add(racist); trumpPhrases.Add(tradeWar); trumpPhrases.Add(dictator); catPhrases.Add(meow); catPhrases.Add(purr); catPhrases.Add(hiss); ISpeak[] speakers = new ISpeak[3]; speakers[0] = cat; speakers[1] = gwd; speakers[2] = trump; cat.SaySomething(catPhrases); trump.SaySomething(trumpPhrases); gwd.SaySomething(gwdPhrases); }
void Act(GameObject animal) { switch (input) { case InputType.LMB: { ISpeak speak = animal.GetComponent <ISpeak>(); if (speak != null) { speak.Speak(); speakCount++; } break; } case InputType.RMB: { IWalk walk = animal.GetComponent <IWalk>(); if (walk != null) { walk.Walk(); walkCount++; } break; } case InputType.Space: { ISwim swim = animal.GetComponent <ISwim>(); if (swim != null) { swim.Swim(); swimCount++; } break; } case InputType.I: { IID id = animal.GetComponent <IID>(); if (id != null) { id.Identify(); } break; } default: break; } }
/// <summary> /// display the message from the NPC /// </summary> /// <param name="npc">speaking NPC</param> public void DisplayTalkTo(Npc npc) { ISpeak speakingNpc = npc as ISpeak; string message = speakingNpc.Speak(); if (message == "") { message = "It appears this character has nothing to say. Please try again."; } DisplayGamePlayScreen("Speak to Character", message, ActionMenu.NpcMenu, ""); }
/// <summary> /// display NPC dialog /// </summary> /// <param name="npc"></param> public void DisplayTalkTo(NPC npc) { ISpeak speakingNpc = npc as ISpeak; IModify modifyingNpc = npc as IModify; string message = speakingNpc.Speak(); if (message == "") { message = "It appears this character has nothing to say. Please try agian."; } DisplayGamePlayScreen("Speak to Character", message, ActionMenu.NpcMenu, ""); _gamePlayer.Health += modifyingNpc.HealthModifier; }
private void TalkToAction() { ActionMenu.currentMenu = ActionMenu.CurrentMenu.InteractMenu; int Id = _gameConsoleView.DisplayGetGameNPCId(_universe.GameNPCs.Where(b => b.LocationID == _gamePlayer.LocationID), ActionMenu.InteractMenu); if (Id > 0) { ISpeak gameNPC = _universe.GameNPCs.Where(b => b.CharID == Id).First() as ISpeak; _gameConsoleView.DisplayGamePlayScreen("Talk To", gameNPC.Speak(), ActionMenu.InteractMenu, ""); } else if (Id == 0) //cancelled selection { _gameConsoleView.DisplayGamePlayScreen("Interact With", Text.InteractWith(), ActionMenu.InteractMenu, "", _gameMap.GetAvailableMovement(_gamePlayer.LocationID)); } }
public void DisplayTalkTo(NPC npc) { ISpeak speakingNpc = npc as ISpeak; string message = npc.Name + ": \"" + speakingNpc.Speak() + "\""; //if (message == "") //{ // message = "You approach the survivor, but they have nothing to say..."; //} // TODO DisplayGamePlayScreen("Speak to Character", message, ActionMenu.NpcMenu, ""); DisplayMessage("Press any key to continue..."); Console.ReadKey(); }
public void OnPlayerTalkTo() { if (CurrentNpc != null && CurrentNpc is ISpeak) { ISpeak speakingNpc = CurrentNpc as ISpeak; CurrentLocationInformation = speakingNpc.Speak(); Player.NpcsEngaged.Add(CurrentNpc); Player.UpdateMissionStatus(); if (CurrentNpc.Inventory != null) { switch (CurrentNpc.Id) { case 1003: case 1008: if (CurrentNpc.Inventory.Count != 0) { GameItem gameItem = CurrentNpc.Inventory[0]; CurrentLocation.AddGameItemToLocation(gameItem); CurrentNpc.RemoveGameItemFromNpc(gameItem); } break; case 1004: if (CurrentNpc.Inventory.Count != 0) { GameItem currentItem = CurrentNpc.Inventory[0]; if (currentItem.Id == 2003) { CurrentLocation.AddGameItemToLocation(currentItem); CurrentNpc.RemoveGameItemFromNpc(currentItem); } } break; default: break; } } } else { CurrentLocationInformation = "Beasts can not speak!"; } }
/// <summary> /// Talk to Screen for NPCs /// </summary> /// <param name="npc"></param> /// <param name="_illusion"></param> public void DisplayTalkTo(Npc npc, Sound _illusion) { if (npc.Name == "Black Cat") { _illusion.playSound(false); } //Allow the NPC to access speak functionality ISpeak speakingNpc = npc as ISpeak; string message = speakingNpc.Speak(); if (message == "") { message = "This character has nothing to say."; } DisplayGamePlayScreen("Speak to NPC", message, ActionMenu.NpcMenu, ""); }
static void TestOutInterfaces() { // This exhibits polymorphism because // we are able to group together types ISpeak[] speaks = new ISpeak[2]; ISpeak speak = new Smurf(); // unicorn implements ispeak...so we can use it Unicorn uni = new Unicorn(); uni.Color = "pink"; uni.Name = "Magical Unicorn"; uni.CreateCutieMark(); Smurf smurf = new Smurf(); smurf.Name = "Smurfy"; speaks[0] = uni; speaks[1] = smurf; for (int i = 0; i < speaks.Length; i++) { speaks[i].SayHello(); } MagicalCreature[] mc = new MagicalCreature[2]; Dragon dragon = new Dragon(); mc[0] = uni; mc[1] = dragon; for (int i = 0; i < mc.Length; i++) { if (mc[i] is ISpeak) { // put that obj in another array // save it into the db } } }
public void OnPlayerTalk() { if (CurrentNPC != null && CurrentNPC is ISpeak) { ISpeak speakingNPC = CurrentNPC as ISpeak; CurrentLocationInformation = speakingNPC.Speak(); _player.UpdateMissionStatus(); _player.NPCSDefeated.Remove(_currentNPC); // // Ask If they want to accept the quest, then add quest if yes // //if (CurrentNPC.Name == "Emperor Palpatine") //{ // if (MessageBox.Show("Do you want to accept the quests?", "Confirmation", MessageBoxButton.YesNo) == MessageBoxResult.Yes) // { // } // else // { // // Do Nothing // } //} //else if (CurrentNPC.Name == "Obi-Wan Kenobi") //{ // if (MessageBox.Show("Do you want to accept the quests?", "Confirmation", MessageBoxButton.YesNo) == MessageBoxResult.Yes) // { // } // else // { // // Do Nothing // } //} } }
static void Main(string[] args) { Human human = new Human(); Student student = new Student(); Robot robot = new Robot(); Car car = new Car(); Bicycle bicycle = new Bicycle(); // ------------------------------------------------------------ // Using objects as interfaces // ------------------------------------------------------------ IDrive iDrive = student; iDrive.Drive(car); iDrive.Drive(bicycle); // Vinicio - now change this to a robot // ------------------------------------------------------------ ISpeak[] interfaceArray = new ISpeak[3]; interfaceArray[0] = human; interfaceArray[1] = student; interfaceArray[2] = robot; Conference(interfaceArray); }
public string GetSpeech(int id, [Inject] ISpeak speaker) { return(speaker.Speak()); }
public bool Method1(int id, [Inject] ISpeak speaker) { return(speaker == null); }
public Bird(IFly flyBehaviour, ISpeak speakBehaviour, ISwim swimBehaviour) { FlyBehaviour = flyBehaviour; SpeakBehaviour = speakBehaviour; SwimBehaviour = swimBehaviour; }
public Cow(ISpeak speak) { this.speak = speak; //saves parameter into property }
static void PublicSpeaking(ISpeak speaker) { speaker.SayHello(); }
public Cot(ISpeak speak) { this.speak = speak; }
static void Main(string[] args) { //dog exercise ISpeak dog1 = Factory.getDog("small"); dog1.Speak(); ISpeak dog2 = Factory.getDog("big"); dog2.Speak(); ISpeak dog3 = Factory.getDog("working"); dog3.Speak(); //library exercise Book book1 = new Book(); book1.Title = "Blindness"; book1.Author = "Mari Maasikas"; book1.ReleaseYear = 2000; book1.Genre = BookGenre.ScienceFiction; Book book2 = new Book(); book2.Title = "Magic mountain"; book2.Author = "Juku Kalle"; book2.ReleaseYear = 2002; book2.Genre = BookGenre.ScienceFiction; Book book3 = new Book(); book3.Title = "Magic"; book3.Author = "Kusti Kuusk"; book3.ReleaseYear = 2010; book3.Genre = BookGenre.Drama; Book book4 = new Book(); book4.Title = "Magic"; book4.Author = "Kusti Kuusk"; book4.ReleaseYear = 2010; book4.Genre = BookGenre.Drama; Book book5 = new Book(); book5.Title = "Cakes - Recipes"; book5.Author = "Jane Smith"; book5.ReleaseYear = 2010; book5.Genre = BookGenre.Cookbook; Book book6 = new Book(); book6.Title = "Owls"; book6.Author = "Oru Ott"; book6.ReleaseYear = 1995; book6.Genre = BookGenre.Horror; Book book7 = new Book(); book7.Title = "Love"; book7.Author = "Oru Ott"; book7.ReleaseYear = 1985; book7.Genre = BookGenre.Romance; Book book8 = new Book(); book8.Title = "10 dinner ideas - Recipes"; book8.Author = "Gordon Ramsay"; book8.ReleaseYear = 2012; book8.Genre = BookGenre.Cookbook; Book book9 = new Book(); book9.Title = "Space Wars"; book9.Author = "Tim Wott"; book9.ReleaseYear = 1830; book9.Genre = BookGenre.ScienceFiction; Book book10 = new Book(); book10.Title = "Last Spring"; book10.Author = "Anna Spruce"; book10.ReleaseYear = 1989; book10.Genre = BookGenre.Romance; book3.CompareBooks(book4); Library library = new Library("School library"); library.LibraryAddress = "Tammsaare 2"; library.AddBook(book1); library.AddBook(book2); library.AddBook(book3); library.AddBook(book4); library.AddBook(book5); library.AddBook(book6); library.AddBook(book7); library.AddBook(book8); library.AddBook(book9); library.AddBook(book10); List <Book> allBooksThatContainDarkness = library.FindAllBooksByName("Magic"); library.PrintAllBooksByName("Magic"); bool canBorrow = library.BorrowBook("Darkness 2"); bool canBorrowAgain = library.BorrowBook("Sci-fi"); //Info printimine library.PrintAllBookTitlesInLibrary(); library.PrintLibraryInfo(); book1.PrintBookInfo(); library.PrintAllBooksByAuthor("Mari Maasikas"); library.PrintAllBooksByAuthor("Oru Ott"); Console.ReadLine(); }
public CatCow(ISpeak speak) { this.speak = speak; }
public void SetSpeaker(ISpeak speak) { _speak = speak; }
public David(ISpeak speak) { this.speak = speak; }