Ejemplo n.º 1
0
 private void MenuTabToggle()
 {
     if (Input.GetKeyDown(KeyCode.I) || Input.GetKeyDown(KeyCode.Tab))//Inventory menu toggle via tab button
     {
         if (storycheck.DemoMode == true)
         {
             if (inventory.activeSelf == false)
             {
                 this.gameObject.GetComponent <CharControl>().sfxControlScript.InventoryOpen(); //play sound effect of opening the inventory
                 Controller.FreezeCam();
                 inventory.SetActive(true);
                 Cursor.visible = true;
                 info.enabled   = true;
             }
             else
             {
                 this.gameObject.GetComponent <CharControl>().sfxControlScript.InventoryClose(); //play sound effect of opening the inventory
                 Controller.UnfreezeCam();
                 inventory.SetActive(false);
                 Cursor.visible = false;
                 info.enabled   = false;
             }
         }
         else if (storycheck.DemoMode == false)
         {
             if (inventory2.activeSelf == false)
             {
                 this.gameObject.GetComponent <CharControl>().sfxControlScript.InventoryOpen(); //play sound effect of opening the inventory
                 Controller.FreezeCam();
                 inventory2.SetActive(true);
                 Cursor.visible = true;
                 tabs.SetActive(true);
                 notice.GetComponent <NoticeScript>().Close();
                 //info.enabled = true;
             }
             else
             {
                 this.gameObject.GetComponent <CharControl>().sfxControlScript.InventoryClose(); //play sound effect of opening the inventory
                 Controller.UnfreezeCam();
                 inventory2.SetActive(false);
                 Cursor.visible = false;
                 tabs.SetActive(false);
                 //info.enabled = false;
             }
         }
     }
     if (Input.GetKeyDown(KeyCode.C) && Input.GetKeyDown(KeyCode.T))
     {
         if (Cheats.activeSelf == false)
         {
             Cheats.SetActive(true);
             Cursor.visible = true;
             Controller.FreezeCam();
             Controller.sfxControlScript.ButtonIn();
         }
         else if (Cheats.activeSelf == true)
         {
             Cheats.SetActive(false);
             Cursor.visible = false;
             Controller.UnfreezeCam();
             Controller.sfxControlScript.ButtonOut();
         }
     }
 }
Ejemplo n.º 2
0
    void OnTriggerStay(Collider other)
    {
        if (other.gameObject.tag == "Monika" || other.gameObject.tag == "Everett" || other.gameObject.tag == "Felicia" || other.gameObject.tag == "Bone" || other.gameObject.tag == "Fauna" || other.gameObject.tag == "Waylon" || other.gameObject.tag == "Adley" || other.gameObject.tag == "Ezra" || other.gameObject.tag == "Pippin" || other.gameObject.tag == "Lorelei")
        {
            currentcharacter = other.gameObject.tag;
            if (Input.GetButtonDown("talk") &&
                charControlScript.isGrounded)    //Kris' code - there were instances where the player would be floating mid air when talking
            {
                Cursor.visible = true;
                charControlScript.FreezeCam();
                sfxControlScript.ButtonIn(); //play button SFX
                animController.SetInteger("Movement", 0);
                talking        = true;
                avatar.enabled = false;
                //avatar.jumpVelocity = 0f;//so that skipping through dialogue wont make character jump
                //PressE.enabled = false;
                PressEIcon.enabled = false;
                if (DemoMode == true)//this may be temporary as we may have this dialogue at the start of the end product
                {
                    if (other.gameObject.tag == "Monika")
                    {
                        switch (progression)
                        {
                        case 0:
                            flowchart.ExecuteBlock("Monika Intro");    //just put down the name of the fungus block
                            break;

                        case 1:
                            flowchart.ExecuteBlock("Flower quest");
                            achievements.flowerready = true;
                            break;

                        case 2:
                            flowchart.ExecuteBlock("Find some items");
                            break;

                        case 3:
                            flowchart.ExecuteBlock("Monika Q&A");
                            break;
                        }
                    }
                    if (other.gameObject.tag == "Bone")
                    {
                        if (DemoMode == true)//this may be temporary as we may have this dialogue at the start of the end product
                        {
                            if (Input.GetButton("talk"))
                            {
                                avatar.enabled = false;
                                //PressE.enabled = false;
                                PressEIcon.enabled = false;
                                if (progressionBone == 10)
                                {
                                    progressionBone = 1;
                                }
                                Boneflowchart.SetIntegerVariable("Prog", progressionBone);
                                Boneflowchart.ExecuteBlock("Bone dialogue");
                            }
                        }
                    }
                }
                else
                {
                    //Debug.LogError("dis aint supposed to work");
                    story.Dialogue(other.gameObject.tag);
                    dayNightScript.isTalking = true;
                }
            }
        }

        /*else
         * {
         *  PressE.enabled = false;
         * }*/
    }