Ejemplo n.º 1
0
 void Trigger()
 {
     seen = true;
     instructMan.changeInstructions(textTrigger); // originally worked via tag but I didn't want to flood the tag dropdown with all of the tutorials we may need
     //Debug.Log("Trigger hit");
 }
Ejemplo n.º 2
0
    /// <summary>
    /// Executes fade out to a different zone
    /// </summary>
    /// <param name="_nextZone">The next zone to move to</param>
    /// <param name="newXCoordinate">Where to move the player to</param>
    public void ChangeZone(Zone _nextZone)
    {
        phase    = TransitionPhase.FadingOut;
        nextZone = _nextZone;
        instructMan.changeInstructions("Off"); // turn off any lingering tutorials
        //newPlayerXCoordinate = newXCoordinate;
        if (_nextZone.zone == ZoneNames.Battlefield)
        {
            //triggered combat music will be high intensity, ambient music will be "GreatThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 1);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 3);
        }
        if (_nextZone.zone == ZoneNames.PrincessRescue)
        {
            //triggered combat music will be high intensity, ambient music will be "GreatThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 3);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5);
        }
        if (_nextZone.zone == ZoneNames.ShadowTerritoryStage2)
        {
            //triggered combat music will be high intensity, ambient music will be "GreatThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 3);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5);
        }
        if (_nextZone.zone == ZoneNames.WarZone)
        {
            //triggered combat music will be low intensity, ambient music will be "MildThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 1);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 3);
        }
        if (_nextZone.zone == ZoneNames.TrueHumanStage1)
        {
            //triggered combat music will be low intensity, ambient music will be "Sadness"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 1);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 1);
        }
        if (_nextZone.zone == ZoneNames.ShadowTerritoryStage1)
        {
            //triggered combat music will be low intensity, ambient music will be "Wonder"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 1);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 2);
        }
        if (_nextZone.zone == ZoneNames.FortressKeep)
        {
            //triggered combat music will be medium intensity, ambient music will be "MediumThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 2);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4);

            //Sets the correct ending
            EndingVariables.endNumber = 1;
        }
        if (_nextZone.zone == ZoneNames.HumanTerritoryStage1)
        {
            //triggered combat music will be medium intensity, ambient music will be "MediumThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 2);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4);
        }
        if (_nextZone.zone == ZoneNames.HumanTerritoryStage2)
        {
            //triggered combat music will be high intensity, ambient music will be "GreatThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 3);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5);
        }
        if (_nextZone.zone == ZoneNames.ThroneRoom)
        {
            //triggered combat music will be high intensity, ambient music will be "GreatThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 3);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5);

            //Sets the correct ending
            EndingVariables.endNumber = 2;
        }
        if (_nextZone.zone == ZoneNames.WarZoneStage2)
        {
            //triggered combat music will be medium intensity, ambient music will be "MediumThreat"
            AkSoundEngine.SetRTPCValue("CombatIntensity", 2);
            AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4);
        }
    }