Beispiel #1
0
    public DialogueVariables(string globalFilePath)
    {
        string inkFileContents = File.ReadAllText(globalFilePath);

        Ink.Compiler compiler            = new Ink.Compiler(inkFileContents);
        Story        globalVariblesStory = compiler.Compile();

        variables = new Dictionary <string, Ink.Runtime.Object>();
        foreach (string name in globalVariblesStory.variablesState)
        {
            Ink.Runtime.Object value = globalVariblesStory.variablesState.GetVariableWithName(name);
            variables.Add(name, value);
            Debug.Log("initialize global dialogue variable: " + name + "=" + value);
        }
    }
Beispiel #2
0
    public async void StoryTrainingIntro()
    {
        if (running)
        {
            DialogueOverlay.TerminateCurrentStory = true;
        }
        var compiler = new Ink.Compiler(File.ReadAllText("Assets/Resources/Stories/Training.ink"));
        var story    = compiler.Compile();

        story.variablesState["IsFirstMet"] = isFirstMet;
        var shouldIntroduceMechanisms = Context.Player.ShouldOneShot("Training Mode: Should Introduce Mechanisms");

        story.variablesState["ShouldIntroduceMechanisms"] = shouldIntroduceMechanisms;
        story.variablesState["SignedIn"] = signedIn;
        story.variablesState["Rating"]   = rating;
        running = true;
        await DialogueOverlay.Show(story);

        running = false;
        if (shouldIntroduceMechanisms && (int)story.variablesState["IntroducedMechanisms"] == 0)
        {
            Context.Player.ClearOneShot("Training Mode: Should Introduce Mechanisms");
        }
    }