Beispiel #1
0
 void Awake()
 {
     if (event_to_trigger == null)
     {
         event_to_trigger = GetComponent <SequentialAction>();
     }
 }
Beispiel #2
0
	// Update is called once per frame
	void Update () {
		if (!started) {
			Debug.Log ("creating new sound action");
			ActionRunner soundAction = new SoundAction ("chatter", false);
			ActionRunner soundAction2 = new SoundAction("happy", false);
			IList<ActionRunner> list = new List<ActionRunner> ();
			list.Add (soundAction);
			list.Add (soundAction2);
			ActionRunner parAction = new ParallelAction(list);
			list = new List<ActionRunner> ();
			list.Add (parAction);
			list.Add (parAction);
			ActionRunner seqAction = new SequentialAction(list);
			seqAction.Start ();
			started = true;
		}
	
	}
Beispiel #3
0
 // Update is called once per frame
 void Update()
 {
     if (!started)
     {
         Debug.Log("creating new sound action");
         ActionRunner         soundAction  = new SoundAction("chatter", false);
         ActionRunner         soundAction2 = new SoundAction("happy", false);
         IList <ActionRunner> list         = new List <ActionRunner> ();
         list.Add(soundAction);
         list.Add(soundAction2);
         ActionRunner parAction = new ParallelAction(list);
         list = new List <ActionRunner> ();
         list.Add(parAction);
         list.Add(parAction);
         ActionRunner seqAction = new SequentialAction(list);
         seqAction.Start();
         started = true;
     }
 }
Beispiel #4
0
	/**
	 * Creates the gameState for the scene
	 */
	protected override IList<GameState> GetGameStatesList() {

		//Gets the Dialog object from the camera for the dialog action
		DialogManager dialog = Camera.main.GetComponent<DialogManager>();
		GameObject patient = GameObject.Find ("patient");

		SoundManager soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager> ();
		GameObject obj = GameObject.FindGameObjectWithTag ("MainCamera");
		if (obj == null) {
			Debug.LogError ("couldn't find Main Camera");
		}
		soundManager.addSound (new Sound (obj, "Assets/Sounds/surreal_sound1.mp3", "surreal1"));
		soundManager.addSound (new Sound (GameObject.FindGameObjectWithTag ("MainCamera"),
		                                           "Assets/Sounds/gibberish.mp3", "gibberish"));


		ActionRunner scene3HallucinateAction = new ParallelAction(
			new List<ActionRunner>() {
				new CameraInvertAction(),
				new LightPulseAction(), //TODO: Corey also sound affect
				new SoundAction("surreal1", true)
			}
		);
		GameState scene3Hallucinate = new GameState (
			"scene3Hallucinate",
			new Dictionary<Trigger, string> {
			{new ShakeTrigger(patient), "scene3RoseDialog"}
			},
			scene3HallucinateAction
		);

		ActionRunner scene3RoseDialogAction = new SequentialAction (
			new List<ActionRunner>(){
				new DialogAction("Whoa, what are you doing?"),
				new DialogAction("You okay?"),				
				new DialogAction("I hope the flower Mom brought actually works"),
				new DialogAction("I mean, it does mean \"get-well-soon\""),
			}
		);
		GameState scene3RoseDialog = new GameState (
			"scene3RoseDialog",
			new Dictionary<Trigger, string> () {
			{new MainActionFinishedTrigger(), "scene3Rose"}
			},	
			scene3RoseDialogAction,
			scene3HallucinateAction
		);

		GameState scene3Rose = new GameState(
			"scene3Rose",
			new Dictionary<Trigger, string> () {
			{new StareTrigger(patient, "rose"), "scene3Story"}
			},
			new NoAction()
		);


		ActionRunner scene3StoryAction = new SequentialAction (new List<ActionRunner> (){
			new DialogAction("They weren't originally blue; they were red."),
			new DialogAction("Some people wanted to clone roses to see if they could breed them " +
			                 "true and get a reliable variety they could stock and sell."),
			new DialogAction("For some reason, " +
			                 "they got brown flowers instead of the red ones they wanted so they were about to stop " +
			                 "the funding, but they finally tried cloning the brown roses."),
			new DialogAction("The next clones were blue " +
			                 "and bred true enough for commercial purposes."),
			new DialogAction("The thing is, everyone wasn't too bothered " +
			"about roses being cloned, but when they moved the project to animals from roses, " +
			"that was when it went to hell."),
			new DialogAction("See, after the whole thing with the roses, there were ideas " +
			                 "to fix the underpopulation problem with cloning, but there was a crowd of people against " +
			                 "it."),
			new DialogAction("It was risky and unreliable, actually, the whole roses debacle was really a lucky bit."),
			new DialogAction("Mom is against it, as a matter of fact —it's why you two got into fights.")
		});

		GameState scene3Story = new GameState (
			"scene3Story",
			new Dictionary<Trigger, string>(),
			scene3StoryAction
		);
	
		return new List<GameState> {
			scene3Hallucinate,
			scene3RoseDialog,
			scene3Rose,
			scene3Story
		};
	}
	/**
	 * Creates the gameState for the PatientScene
	 */
	protected override IList<GameState> GetGameStatesList() {
		
		//Gets the Dialog object from the camera for the dialog action
		DialogManager dialog = Camera.mainCamera.GetComponent<DialogManager>();
		
		SoundManager soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager> ();
		AnimationManager animationManager = GameObject.Find ("animationManager").GetComponent<AnimationManager> ();
		GameObject person = GameObject.Find ("person");
		AnimationClip animation = person.GetComponent<Animation> ().GetClip ("Take 001");
		soundManager.addSound (new Sound (person, "Assets\\surreal sounds 4.mp3", "surrealSound"));


		GameObject obj = GameObject.Find ("Main Camera");
		if (obj == null) {
			Debug.Log ("couldn't find Main Camera");
		}	

		List<ActionRunner> surrealEffects = new List<ActionRunner> ();
		surrealEffects.Add (new CameraInvertAction());
		surrealEffects.Add (new SoundAction("surrealSound", true));
		ParallelAction hallu = new ParallelAction (surrealEffects);

		List<ActionRunner> list = new List<ActionRunner> ();
		list.Add (new DialogAction ("How long have you been awake? Uh, actually, first, do you know where you are?"));
		SequentialAction visitor = new SequentialAction (list); 

		DialogAction no1 = new DialogAction ("Well, we’re in St. Paul’s Hospital. It works with Lydersen Labs to develop pharmaceuticals. " +
			"Actually, I work here, but in the research side with people from Lydersen.");

		DialogAction yes1 = new DialogAction ("Oh, okay, that’s good.");

		DialogAction no2 = new DialogAction ("That’s fine, I’m just glad you’re okay. You got " +
		                                     "hit by a car. I don’t know exactly what happened, but you’ve been in a coma for a while.");
		
		DialogAction yes2 = new DialogAction ("Yeah, that was a pretty bad crash. We were worried you wouldn’t make it.");

		DialogAction preDoctorQs = new DialogAction ("Okay, you should remember who you are, right? " +
						"The doctor gave me these questions to ask you, just making sure you’re all here.");

		DialogAction no3 = new DialogAction ("Wait, really? But that — In that case, do you remember me? ");

		DialogAction yes3 = new DialogAction ("See, I knew the doctor was worrying too much. In that case, you remember me, right?");

		DialogAction no4 = new DialogAction ("I- um. I, well.");

		DialogAction yes4 = new DialogAction ("But then, how do — no, nevermind.");

		DialogAction WorldExpo = new DialogAction ("I’m your brother. Uh, I don’t know what to say… I work here and, \n" +
						"um, I do research in epigenetics. \n" +
						"This never happened before… I didn’t think that — the doctor did say you might…");

		DialogAction question2 = new DialogAction ("Do you remember anything about how you got here?");


		NodTrigger nodTrigger = new NodTrigger (obj);
		ShakeTrigger shakeTrigger = new ShakeTrigger (obj);
		
		if (dialog == null) {
			Debug.Log("null pointer with dialog");			
		}
		
		return new List<GameState> {
			new GameState(
				"hallucination",
				new Dictionary<Trigger, string>() {
				{shakeTrigger, "Visitor"}
			},hallu
			),
			new GameState(
				"Visitor",
				new Dictionary<Trigger, string>() {
					{new MainActionFinishedTrigger(), "QATime1"}
				},
				visitor, hallu
			),
					 
			new GameState(	
				"QATime1",
				new Dictionary<Trigger, string>() {
					{shakeTrigger, "no1"},
					{nodTrigger, "yes1"}
				},
				new NoAction()
			),


			new GameState(
				"no1",
				new Dictionary<Trigger, string>() {
					{new MainActionFinishedTrigger(), "question2"}
				},
				no1
			),
			new GameState(
				"yes1",
				new Dictionary<Trigger, string>() {
					{new MainActionFinishedTrigger(), "question2"}
				},
				yes1
			),

			new GameState(
				"question2",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "QATime2"}
			},
			question2
			),
			
			new GameState(
				"QATime2",
				new Dictionary<Trigger, string>() {
					{shakeTrigger, "no2"},
					{nodTrigger, "yes2"}
				},
				new NoAction()
			),

			new GameState(
				"no2",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "question3"}
			},
			no2
			),

			new GameState(
				"yes2",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "question3"}
			},
			yes2
			),


			new GameState(
				"question3",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "preQATime3"}
			},
			preDoctorQs
			),
			
			new GameState(
				"preQATime3",
				new Dictionary<Trigger, string>() {
				{shakeTrigger, "question4_no"},
				{nodTrigger, "question4_yes"}
			},
				new NoAction()
			),

			new GameState(
				"question4_no",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "no3"}
			},
			no3
			),
			
			new GameState(
				"no3",
				new Dictionary<Trigger, string>() {
				{shakeTrigger, "no4"},
				{nodTrigger, "Scene3"}
			},
			new NoAction()
			),


			new GameState(
				"question4_yes",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "yes3"}
			},
			yes3
			),

			new GameState(
				"yes3",
				new Dictionary<Trigger, string>() {
				{shakeTrigger, "no4"},
				{nodTrigger, "yes4"}
			},
			new NoAction()
			),

			new GameState(
				"no4",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "WorldExpo"},
			},
				no4
			),

			new GameState(
				"yes4",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "WorldExpo"},
			},
			yes4
			),
			
			
			
			new GameState(
				"WorldExpo",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "Scene3"},
			},
			WorldExpo
			),

			new GameState(
				"Scene3",
				new Dictionary<Trigger, string>() {
			},
			new NoAction()
			)
		};
	}
Beispiel #6
0
    /**
     * Creates the gameState for the scene
     */
    protected override IList <GameState> GetGameStatesList()
    {
        //Gets the Dialog object from the camera for the dialog action
        DialogManager dialog  = Camera.main.GetComponent <DialogManager>();
        GameObject    patient = GameObject.Find("patient");

        SoundManager soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager> ();
        GameObject   obj          = GameObject.FindGameObjectWithTag("MainCamera");

        if (obj == null)
        {
            Debug.LogError("couldn't find Main Camera");
        }
        soundManager.addSound(new Sound(obj, "Assets/Sounds/surreal_sound1.mp3", "surreal1"));
        soundManager.addSound(new Sound(GameObject.FindGameObjectWithTag("MainCamera"),
                                        "Assets/Sounds/gibberish.mp3", "gibberish"));


        ActionRunner scene3HallucinateAction = new ParallelAction(
            new List <ActionRunner>()
        {
            new CameraInvertAction(),
            new LightPulseAction(),                     //TODO: Corey also sound affect
            new SoundAction("surreal1", true)
        }
            );
        GameState scene3Hallucinate = new GameState(
            "scene3Hallucinate",
            new Dictionary <Trigger, string> {
            { new ShakeTrigger(patient), "scene3RoseDialog" }
        },
            scene3HallucinateAction
            );

        ActionRunner scene3RoseDialogAction = new SequentialAction(
            new List <ActionRunner>()
        {
            new DialogAction("Whoa, what are you doing?"),
            new DialogAction("You okay?"),
            new DialogAction("I hope the flower Mom brought actually works"),
            new DialogAction("I mean, it does mean \"get-well-soon\""),
        }
            );
        GameState scene3RoseDialog = new GameState(
            "scene3RoseDialog",
            new Dictionary <Trigger, string> ()
        {
            { new MainActionFinishedTrigger(), "scene3Rose" }
        },
            scene3RoseDialogAction,
            scene3HallucinateAction
            );

        GameState scene3Rose = new GameState(
            "scene3Rose",
            new Dictionary <Trigger, string> ()
        {
            { new StareTrigger(patient, "rose"), "scene3Story" }
        },
            new NoAction()
            );


        ActionRunner scene3StoryAction = new SequentialAction(new List <ActionRunner> ()
        {
            new DialogAction("They weren't originally blue; they were red."),
            new DialogAction("Some people wanted to clone roses to see if they could breed them " +
                             "true and get a reliable variety they could stock and sell."),
            new DialogAction("For some reason, " +
                             "they got brown flowers instead of the red ones they wanted so they were about to stop " +
                             "the funding, but they finally tried cloning the brown roses."),
            new DialogAction("The next clones were blue " +
                             "and bred true enough for commercial purposes."),
            new DialogAction("The thing is, everyone wasn't too bothered " +
                             "about roses being cloned, but when they moved the project to animals from roses, " +
                             "that was when it went to hell."),
            new DialogAction("See, after the whole thing with the roses, there were ideas " +
                             "to fix the underpopulation problem with cloning, but there was a crowd of people against " +
                             "it."),
            new DialogAction("It was risky and unreliable, actually, the whole roses debacle was really a lucky bit."),
            new DialogAction("Mom is against it, as a matter of fact —it's why you two got into fights.")
        });

        GameState scene3Story = new GameState(
            "scene3Story",
            new Dictionary <Trigger, string>(),
            scene3StoryAction
            );

        return(new List <GameState> {
            scene3Hallucinate,
            scene3RoseDialog,
            scene3Rose,
            scene3Story
        });
    }
	IList<GameState> GetScene2List() {
		//Gets the Dialog object from the camera for the dialog action
		DialogManager dialog = Camera.mainCamera.GetComponent<DialogManager>();
		
		SoundManager soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager> ();
		GameObject person = GameObject.Find ("person");
		soundManager.addSound (new Sound ("Assets/Sounds/surreal_sound4.mp3", "surrealSound"));
		
		
		GameObject obj = GameObject.Find ("Main Camera");
		if (obj == null) {
			Debug.Log ("couldn't find Main Camera");
		}	
		ParallelAction hallu = new ParallelAction (new CameraInvertAction(), new SoundAction("surrealSound", true));	
		SequentialAction visitor = new SequentialAction (
			new ChildSelectorAction("Sibling", "normalpose"),
			new DialogAction("Sibling: I’m glad to see you’re awake."),
			new DialogAction("Sibling: We’re in St. Paul’s Hospital which works with Lydersen Labs to develop pharmaceuticals."),
			new DialogAction("Sibling: Actually, I work here, but in the research side with people from Lydersen.")
		); 
		
		DialogAction WorldExpo = new DialogAction ("I’m your brother. Uh, I don’t know what to say… I work here and, \n" +
		                                           "um, I do research in epigenetics. \n" +
		                                           "This never happened before… I didn’t think that — the doctor did say you might…");
		
		if (dialog == null) {
			Debug.Log("null pointer with dialog");			
		}
		
		return new List<GameState> {
			new GameState(
				"hallucination",
				new Dictionary<Trigger, string>() {
				{new NodTrigger(), "Visitor"}
			},hallu
			),
			new GameState(
				"Visitor",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "question1Prompt"}
			},
			visitor, hallu
			),
			
			new GameState(
				"question1Prompt",
				new Dictionary<Trigger, string>(){{new MainActionFinishedTrigger(), "question1"}},
				new SequentialAction(new DialogAction("Sibling: We were really worried we were going to lose you, and there’s barely enough people around as it is…"),
					new DialogAction("Sibling: Do you remember your name?"))
			),

			new GameState(
				"question1",
				new Dictionary<Trigger, string>(){
				{new NodTrigger(), "question2prompt"},
				{new ShakeTrigger(), "question3prompt"}
				},
				new NoAction()
			),

			new GameState(
				"question2prompt",
				new Dictionary<Trigger, string>(){{new MainActionFinishedTrigger(), "question2"}},
				new DialogAction("Sibling: See, I knew the doctor was worrying too much. In that case, you remember me, right?")
			),

			new GameState(
				"question2",
				new Dictionary<Trigger, string>(){
				{new NodTrigger(), "scene3Hallucinate"},
				{new ShakeTrigger(), "question2No"}
			},
			new NoAction()
			),

			new GameState(
				"question2No",
				new Dictionary<Trigger, string>(){{new MainActionFinishedTrigger(), "WorldExpo"}},
			new DialogAction("I- um. I, well")
			),

			new GameState(
				"question3prompt",
				new Dictionary<Trigger, string>(){{new MainActionFinishedTrigger(), "question3"}},
				new DialogAction("Sibling: Wait, really? But that — In that case, do you remember me?")
			),

			new GameState(
				"question3",
				new Dictionary<Trigger, string>(){
				{new NodTrigger(), "question3Yes"},
				{new ShakeTrigger(), "question2No"}
			},
			new NoAction()
			),

			new GameState(
				"question3Yes",
				new Dictionary<Trigger, string>(){{new MainActionFinishedTrigger(), "scene3Hallucinate"}},
				new DialogAction("Sibling: But then, how do — no, nevermind.")
			),
			
			new GameState(
				"WorldExpo",
				new Dictionary<Trigger, string>() {
				{new MainActionFinishedTrigger(), "scene3Hallucinate"},
			},
			WorldExpo
			)
		};
	}
    IList <GameState> GetScene2List()
    {
        //Gets the Dialog object from the camera for the dialog action
        DialogManager dialog = Camera.mainCamera.GetComponent <DialogManager>();

        SoundManager soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager> ();
        GameObject   person       = GameObject.Find("person");

        soundManager.addSound(new Sound("Assets/Sounds/surreal_sound4.mp3", "surrealSound"));


        GameObject obj = GameObject.Find("Main Camera");

        if (obj == null)
        {
            Debug.Log("couldn't find Main Camera");
        }
        ParallelAction hallu = new ParallelAction(new CameraInvertAction(), new SoundAction("surrealSound", true));

        List <ActionRunner> list = new List <ActionRunner> ();

        list.Add(new DialogAction("How long have you been awake? Uh, actually, first, do you know where you are?"));
        SequentialAction visitor = new SequentialAction(list);

        DialogAction no1 = new DialogAction("Well, we’re in St. Paul’s Hospital. It works with Lydersen Labs to develop pharmaceuticals. " +
                                            "Actually, I work here, but in the research side with people from Lydersen.");

        DialogAction yes1 = new DialogAction("Oh, okay, that’s good.");

        DialogAction no2 = new DialogAction("That’s fine, I’m just glad you’re okay. You got " +
                                            "hit by a car. I don’t know exactly what happened, but you’ve been in a coma for a while.");

        DialogAction yes2 = new DialogAction("Yeah, that was a pretty bad crash. We were worried you wouldn’t make it.");

        DialogAction preDoctorQs = new DialogAction("Okay, you should remember who you are, right? " +
                                                    "The doctor gave me these questions to ask you, just making sure you’re all here.");

        DialogAction no3 = new DialogAction("Wait, really? But that — In that case, do you remember me? ");

        DialogAction yes3 = new DialogAction("See, I knew the doctor was worrying too much. In that case, you remember me, right?");

        DialogAction no4 = new DialogAction("I- um. I, well.");

        DialogAction yes4 = new DialogAction("But then, how do — no, nevermind.");

        DialogAction WorldExpo = new DialogAction("I’m your brother. Uh, I don’t know what to say… I work here and, \n" +
                                                  "um, I do research in epigenetics. \n" +
                                                  "This never happened before… I didn’t think that — the doctor did say you might…");

        DialogAction question2 = new DialogAction("Do you remember anything about how you got here?");


        NodTrigger   nodTrigger   = new NodTrigger(obj);
        ShakeTrigger shakeTrigger = new ShakeTrigger(obj);

        if (dialog == null)
        {
            Debug.Log("null pointer with dialog");
        }

        return(new List <GameState> {
            new GameState(
                "hallucination",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "Visitor" }
            }, hallu
                ),
            new GameState(
                "Visitor",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "QATime1" }
            },
                visitor, hallu
                ),

            new GameState(
                "QATime1",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "no1" },
                { nodTrigger, "yes1" }
            },
                new NoAction()
                ),


            new GameState(
                "no1",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "question2" }
            },
                no1
                ),
            new GameState(
                "yes1",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "question2" }
            },
                yes1
                ),

            new GameState(
                "question2",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "QATime2" }
            },
                question2
                ),

            new GameState(
                "QATime2",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "no2" },
                { nodTrigger, "yes2" }
            },
                new NoAction()
                ),

            new GameState(
                "no2",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "question3" }
            },
                no2
                ),

            new GameState(
                "yes2",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "question3" }
            },
                yes2
                ),


            new GameState(
                "question3",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "preQATime3" }
            },
                preDoctorQs
                ),

            new GameState(
                "preQATime3",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "question4_no" },
                { nodTrigger, "question4_yes" }
            },
                new NoAction()
                ),

            new GameState(
                "question4_no",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "no3" }
            },
                no3
                ),

            new GameState(
                "no3",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "no4" },
                { nodTrigger, "Scene3" }
            },
                new NoAction()
                ),


            new GameState(
                "question4_yes",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "yes3" }
            },
                yes3
                ),

            new GameState(
                "yes3",
                new Dictionary <Trigger, string>()
            {
                { shakeTrigger, "no4" },
                { nodTrigger, "yes4" }
            },
                new NoAction()
                ),

            new GameState(
                "no4",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "WorldExpo" },
            },
                no4
                ),

            new GameState(
                "yes4",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "WorldExpo" },
            },
                yes4
                ),



            new GameState(
                "WorldExpo",
                new Dictionary <Trigger, string>()
            {
                { new MainActionFinishedTrigger(), "Scene3" },
            },
                WorldExpo
                ),

            new GameState(
                "Scene3",
                new Dictionary <Trigger, string>()
            {
            },
                new NoAction()
                )
        });
    }