Ejemplo n.º 1
0
    public void onWonderDestroyed()
    {
        wonderDestroyed = true;


        List <PlayText> message = new List <PlayText> ();

        if (french)
        {
            if (kidMode)
            {
                PlayText.addText(message, "c'était la cible");
            }
            if (houseDestroyedCount <= 1)
            {
                PlayText.addText(message, "...c'est fait");
            }
            else if (houseDestroyedCount < 5)
            {
                PlayText.addText(message, "je l'ai fait!");
            }
            else if (houseDestroyedCount < 10)
            {
                PlayText.addText(message, "pourquoi se souciaient-ils tant de cette chose?");
            }
            else
            {
                PlayText.addText(message, "tout est détruit");
            }
        }
        else
        {
            if (kidMode)
            {
                PlayText.addText(message, "that was the target");
            }
            if (houseDestroyedCount <= 1)
            {
                PlayText.addText(message, "...it is done");
            }
            else if (houseDestroyedCount < 5)
            {
                PlayText.addText(message, "I did it!");
            }
            else if (houseDestroyedCount < 10)
            {
                PlayText.addText(message, "why do they care so much about this thing, anyway?");
            }
            else
            {
                PlayText.addText(message, "everything is destroyed!");
            }
        }

        textManager.enqueue(message);
    }
Ejemplo n.º 2
0
    public void onDragonDeactivated()
    {
        powerDownCount++;

        List <PlayText> message = new List <PlayText> ();

        if (french)
        {
            if (powerDownCount == 1)
            {
                PlayText.addText(message, "oups!", player.gameObject);
            }
            else if (powerDownCount == 2)
            {
                PlayText.addText(message, "zut, pas encore!", player.gameObject);
            }
            else if (powerDownCount == 3)
            {
                PlayText.addText(message, "c'est pas comme si j'avais autre chose à faire", player.gameObject);
            }
            else
            {            // do nothing?
            }
        }
        else
        {
            if (powerDownCount == 1)
            {
                PlayText.addText(message, "whoops!", player.gameObject);
            }
            else if (powerDownCount == 2)
            {
                PlayText.addText(message, "argh, not again!", player.gameObject);
            }
            else if (powerDownCount == 3)
            {
                PlayText.addText(message, "activate stealth mode!", player.gameObject);
            }
            else if (powerDownCount == 4)
            {
                PlayText.addText(message, "it's not like I have a deadline...", player.gameObject);
            }
            else if (powerDownCount == 5)
            {
                // do nothing?
            }
        }

        textManager.enqueue(message, true);
    }
Ejemplo n.º 3
0
    public void onEmitTime(float emitTime)
    {
        List <PlayText> message = new List <PlayText> ();

        if (french)
        {
            if (emitTime > 3f && lastEmitMilestone < 3f)
            {
                PlayText.addText(message, "looks like the furnace isn't very hot", player.gameObject);
                lastEmitMilestone = 3f;
            }
        }
        else
        {
            if (emitTime > 3f && lastEmitMilestone < 3f)
            {
                PlayText.addText(message, "cette fournaise ne me paraît pas très chaude", player.gameObject);
                lastEmitMilestone = 3f;
            }
        }

        textManager.enqueue(message, true);
    }
Ejemplo n.º 4
0
    public void endGame()
    {
        if (!startedEnding)
        {
            startedEnding = true;
            StartCoroutine(fadeOut(2));
            List <PlayText> message = new List <PlayText> ();

            if (french)
            {
                if (wonderDestroyed)
                {
                    PlayText.addText(message, "mon devoir est accompli");

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "un travail propre et net");
                    }
                    else if (houseDestroyedCount < 5)
                    {
                        PlayText.addText(message, "il y avait quelques malheuresuses victimes");
                    }
                    else if (houseDestroyedCount < 10)
                    {
                        PlayText.addText(message, "il n'y aura plus de résistance");
                    }
                    else
                    {
                        PlayText.addText(message, "la résistance est détruite");
                    }
                    PlayText.addText(message, "le Conseil sera satisfait");
                    PlayText.addText(message, "une autre malencontreuse attaque de dragon!");
                }
                else
                {
                    PlayText.addText(message, "la Relique est intacte");

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "je ne serai pas le bourreau du Conseil");
                    }
                    else if (houseDestroyedCount < 5)
                    {
                        PlayText.addText(message, "quel sorte de mission était-ce, de toute façon?");
                    }
                    else if (houseDestroyedCount < 10)
                    {
                        PlayText.addText(message, "...je ne peux pas dire la même chose du village");
                    }
                    else
                    {
                        PlayText.addText(message, "elle est seule parmi les ruines");
                    }

                    PlayText.addText(message, "le Conseil ne sera pas satisfait");
                    PlayText.addText(message, "mais je ne suis l'esclave de personne");
                }
            }
            else
            {
                if (wonderDestroyed)
                {
                    PlayText.addText(message, "my duty has been fulfilled");

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "in and out. a clean job");
                    }
                    else if (houseDestroyedCount < 5)
                    {
                        PlayText.addText(message, "there were a few unfortunate casualties");
                    }
                    else if (houseDestroyedCount < 10)
                    {
                        PlayText.addText(message, "there will be no more resistance");
                    }
                    else
                    {
                        PlayText.addText(message, "the resistance has been shattered");
                    }
                    PlayText.addText(message, "the council will be pleased");
                    PlayText.addText(message, "another 'unfortunate' dragon attack successful!");
                }
                else
                {
                    PlayText.addText(message, "the wonder remains intact");

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "I won't be the council's executioner");
                    }
                    else if (houseDestroyedCount < 5)
                    {
                        PlayText.addText(message, "what kind of job was this, anyway?");
                    }
                    else if (houseDestroyedCount < 10)
                    {
                        PlayText.addText(message, "...I can't say the same for the village");
                    }
                    else
                    {
                        PlayText.addText(message, "it stands alone among the ruins");
                    }

                    PlayText.addText(message, "the council won't be pleased...");
                    PlayText.addText(message, "...but I answer to no one");
                }
            }



            PlayText.addText(message, "", null, .1f, queueRestartGame);

            textManager.enqueue(message);
        }
    }
Ejemplo n.º 5
0
    public void reportSighting(string reporterName, GameObject spotter)
    {
        if (!reporters.ContainsKey(reporterName))
        {
            reporters.Add(reporterName, true);

            List <PlayText> message = new List <PlayText> ();

            if (french)
            {
                switch (reporterName)
                {
                case "first":
                    PlayText.addText(message, "c'est pas vrai!", spotter, 1.5f);
                    PlayText.addText(message, "nous avons payé le tribut!", spotter, 1.5f);
                    PlayText.addText(message, "sonnez l'alarme!", spotter, 1.5f);
                    break;

                case "side":

                    PlayText.addText(message, "il a atteint le portail", spotter, 1.5f);

                    if (houseDestroyedCount == 0)
                    {
                        PlayText.addText(message, "peut-être va-t-il reculer?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 3)
                    {
                        PlayText.addText(message, "préparez-vous!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "nous sommes perdus!", spotter, 1.5f);
                    }

                    break;


                case "suspend":

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "il est dans la grotte", spotter, 1.5f);
                        PlayText.addText(message, "que veut-il de nous?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 4)
                    {
                        PlayText.addText(message, "il l'a percé!", spotter, 1.5f);
                        PlayText.addText(message, "sonnez la retraite!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "pourquoi ici, pourquoi maintenant?", spotter, 1.5f);
                    }


                    break;

                case "defend":

                    PlayText.addText(message, "défendez la Relique!", spotter, 1.5f);

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "peut-être n'a-t-il pas faim?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 6)
                    {
                        PlayText.addText(message, "c'est notre dermière chance!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "non!", spotter, 1.5f);
                        PlayText.addText(message, "nous étions si prêts du but!", spotter, 1.5f);
                    }


                    break;


                case "plea":

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "nous sommes presque sains et saufs", spotter, 1.5f);
                        PlayText.addText(message, "peut-être va-t-il ignorer la Relique?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 6)
                    {
                        PlayText.addText(message, "s'il vous plaît! ayez pitié de nous!", spotter, 1.5f);
                        PlayText.addText(message, "epargnez la Relique", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "tous à la Relique!!", spotter, 1.5f);
                        PlayText.addText(message, "défendez la à tout prix!!", spotter, 1.5f);
                    }


                    break;
                }
            }
            else
            {
                switch (reporterName)
                {
                case "first":
                    if (kidMode)
                    {
                        PlayText.addText(message, "I don't believe it!", spotter, 1.5f);
                        PlayText.addText(message, "we paid the tribute!", spotter, 1.5f);
                        PlayText.addText(message, "sound the alarm!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "I don't believe it!", spotter, 1.5f);
                        PlayText.addText(message, "we paid the tribute!", spotter, 1.5f);
                        PlayText.addText(message, "sound the alarm!", spotter, 1.5f);
                    }
                    break;

                case "side":

                    PlayText.addText(message, "it has reached the gate", spotter, 1.5f);

                    if (houseDestroyedCount == 0)
                    {
                        PlayText.addText(message, "maybe it'll turn back...?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 3)
                    {
                        PlayText.addText(message, "brace yourselves!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "we're done for!", spotter, 1.5f);
                    }

                    break;


                case "suspend":

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "it's in the cave now", spotter, 1.5f);
                        PlayText.addText(message, "what does it want from us?", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 4)
                    {
                        PlayText.addText(message, "it has broken through!", spotter, 1.5f);
                        PlayText.addText(message, "fall back! fall back!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "why here? why now?", spotter, 1.5f);
                    }


                    break;

                case "defend":

                    PlayText.addText(message, "defend the wonder!", spotter, 1.5f);

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "maybe it's not hungry...", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 6)
                    {
                        PlayText.addText(message, "this is our last chance!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "this can't be!", spotter, 1.5f);
                        PlayText.addText(message, "we were so close!", spotter, 1.5f);
                    }


                    break;


                case "plea":

                    if (houseDestroyedCount <= 1)
                    {
                        PlayText.addText(message, "we're almost in the clear...", spotter, 1.5f);
                        PlayText.addText(message, "maybe it will ignore the wonder", spotter, 1.5f);
                    }
                    else if (houseDestroyedCount < 6)
                    {
                        PlayText.addText(message, "please! have mercy!", spotter, 1.5f);
                        PlayText.addText(message, "spare the wonder!", spotter, 1.5f);
                    }
                    else
                    {
                        PlayText.addText(message, "all hands to the wonder!", spotter, 1.5f);
                        PlayText.addText(message, "defend it at all costs!", spotter, 1.5f);
                    }


                    break;
                }
            }

            textManager.enqueue(message);
        }
    }
Ejemplo n.º 6
0
    public void onDragonActivated()
    {
        powerUpCount++;


        List <PlayText> message = new List <PlayText> ();
        bool            force   = true;

        if (french)
        {
            if (powerUpCount == 1)
            {
                PlayText.addText(message, "nous y voilà!", player.gameObject, 2f);
                PlayText.addText(message, "maintenant, j'ai une mission à faire", player.gameObject);
                PlayText.addText(message, "trouvons notre cible!", player.gameObject, 2f);
            }
            else
            {
                PlayText.addText(message, "de nouveau dans les airs!", player.gameObject);
            }
        }
        else if (kidMode)
        {
            if (powerUpCount == 1)
            {
                PlayText.addText(message, "ha! there we go!", player.gameObject, 2f);
                PlayText.addText(message, "now, I'm supposed to destroy a particular building...", player.gameObject);
                PlayText.addText(message, "but I don't know what it looks like!", player.gameObject, 2f);
                PlayText.addText(message, "I'm sure I'll figure it out", player.gameObject, 2f);
            }
            else
            {
                PlayText.addText(message, "...and we're back!", player.gameObject);
            }
        }
        else
        {
            if (powerUpCount == 1)
            {
                PlayText.addText(message, "ha! there we go!", player.gameObject, 2f);
                PlayText.addText(message, "now, I've got a job to do", player.gameObject, 2f);
                PlayText.addText(message, "let's find the target", player.gameObject, 2f);
            }
            else if (powerUpCount == 2)
            {
                PlayText.addText(message, "...and we're back!", player.gameObject);
            }
            else if (powerUpCount == 3)
            {
                PlayText.addText(message, "back in the air!", player.gameObject);
            }
            else if (powerUpCount == 4)
            {
                PlayText.addText(message, "this seems like the most productive use of my time", player.gameObject);
            }
            else if (powerUpCount == 5)
            {
                // do nothing?
            }
        }

        textManager.enqueue(message, true);
    }
Ejemplo n.º 7
0
    private List <List <PlayText> > getDestructionMessage(bool isKidMode)
    {
        List <List <PlayText> > possibleMessages = new List <List <PlayText> > ();
        List <PlayText>         message          = new List <PlayText> ();

        if (!isKidMode)
        {
            if (houseDestroyedCount == 1)
            {
                PlayText.addText(message, "whoa!", player.gameObject);
                PlayText.addText(message, "this thing has some power!", player.gameObject);

                possibleMessages.Add(message);
                message = new List <PlayText> ();
            }
            else if (houseDestroyedCount == 2)
            {
                PlayText.addText(message, "where's the target?", player.gameObject);
                PlayText.addText(message, "it's gotta be around somewhere...", player.gameObject);

                possibleMessages.Add(message);

                message = new List <PlayText> ();
            }
            else if (houseDestroyedCount < 5)
            {
                PlayText.addText(message, "nope, wasn't that one either", player.gameObject);
                PlayText.addText(message, "but I'll find it!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();

                PlayText.addText(message, "another one down!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();

                PlayText.addText(message, "boom!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
            }
            else if (houseDestroyedCount < 8)
            {
                PlayText.addText(message, "they had it coming", player.gameObject);
                PlayText.addText(message, "...so I assume", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
                PlayText.addText(message, "I'll find the right one eventually...", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
                PlayText.addText(message, "get out of my way!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
                PlayText.addText(message, "feel the heat!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
            }
            else
            {
                PlayText.addText(message, "this is the best part of the job", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
                PlayText.addText(message, "this thing is amazing!", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
                PlayText.addText(message, "I love this job", player.gameObject);
                possibleMessages.Add(message);
                message = new List <PlayText> ();
            }
        }
        else
        {
            if (french)
            {
                switch (houseDestroyedCount)
                {
                case 1:
                    PlayText.addText(message, "wahou!", player.gameObject);
                    PlayText.addText(message, "ce dragon est puissant!", player.gameObject);
                    break;

                case 2:
                    PlayText.addText(message, "ce n'était pas le bon bâtiment", player.gameObject);
                    PlayText.addText(message, "mais je le trouverai éventuellement!", player.gameObject);
                    break;

                case 3:
                    PlayText.addText(message, "les villageois ne semblent pas heureux...", player.gameObject);
                    PlayText.addText(message, "mais j'ai une mission à accomplir!", player.gameObject); break;
                    break;

                case 4:
                    PlayText.addText(message, "un de plus!", player.gameObject);
                    break;

                case 5:
                    PlayText.addText(message, "je me demande pourquoi le Conseil m'a envoyé ici?", player.gameObject);
                    PlayText.addText(message, "est-ce que ce village a fait quelque chose de mal?", player.gameObject);
                    break;

                case 6:
                    PlayText.addText(message, "pourquoi est-ce que je ne peux pas trouver le bon bâtiment?", player.gameObject);
                    break;

                case 7:
                    PlayText.addText(message, "c'est plutôt amusant!", player.gameObject);
                    break;

                case 8:
                    PlayText.addText(message, "cette machine est incroyable!", player.gameObject);


                    break;

                case 9:
                    PlayText.addText(message, "boum!", player.gameObject);
                    break;

                case 10:

                    PlayText.addText(message, "c'est la meilleure partie de la mission!", player.gameObject);
                    break;

                case 11:
                    PlayText.addText(message, "brule! brule!", player.gameObject);
                    break;
                }
            }
            else
            {
                switch (houseDestroyedCount)
                {
                case 1:
                    PlayText.addText(message, "whoa!", player.gameObject);
                    PlayText.addText(message, "this dragon has some power!", player.gameObject);
                    break;

                case 2:
                    PlayText.addText(message, "that wasn't the right building", player.gameObject);
                    PlayText.addText(message, "but I'll find it eventually!", player.gameObject);
                    break;

                case 3:
                    PlayText.addText(message, "the villagers don't seem happy...", player.gameObject);
                    PlayText.addText(message, "but, I have a job to do!", player.gameObject); break;
                    break;

                case 4:
                    PlayText.addText(message, "another one down!", player.gameObject);
                    break;

                case 5:
                    PlayText.addText(message, "I wonder why the council sent me here?", player.gameObject);
                    PlayText.addText(message, "did this village do something wrong...?", player.gameObject);
                    break;

                case 6:
                    PlayText.addText(message, "why can't I find the right building?", player.gameObject);
                    break;

                case 7:
                    PlayText.addText(message, "this is kinda fun!", player.gameObject);
                    break;

                case 8:
                    PlayText.addText(message, "this thing is amazing!", player.gameObject);


                    break;

                case 9:
                    PlayText.addText(message, "ka-boom!", player.gameObject);
                    break;

                case 10:

                    PlayText.addText(message, "this is the best part of the job!", player.gameObject);
                    break;

                case 11:
                    PlayText.addText(message, "burn!!!", player.gameObject);
                    break;
                }
            }

            possibleMessages.Add(message);
        }

        return(possibleMessages);
    }