public void JumpToCatPuzzle() { PlayerIsDoingCatPuzzle = true; //scene changes DoorScript.playerHasExploredTheCemetery = true; bathroomStuff.SetActive(true); bathroomDoor.SetActive(false); wallInFrontOfBathroom.SetActive(false); groundskeeper.SetActive(false); DoorScript.BathroomCutsceneHasPlayed = true;//triggers gate closing //dialogue progression DialogManager.PlayerHasAskedWhereTheBathroomIs = true; DialogManager.PlayerHasLearnedWordForBathroom = true; DialogManager.GroundskeeperSaidThere = true; DialogManager.ITriedToFindTheBathroomPlayed = true; DialogManager.HeDoesntKnowEnglishHasPlayed = true; DialogManager.learnedFurduszoba = true; DialogManager.BathroomAttendantSaidToGetForint = true; //lets get darker twice because player has solved the word for bathroom and forint ProgressiveLights.lightsShouldBeDimming = true; lightsScript.targetLightIntensity -= lightsScript.targetDimAmount; lightsScript.targetLightIntensity -= lightsScript.targetDimAmount; lightsScript.MakeAmbientCreepier(); lightsScript.MakeAmbientCreepier(); //scene gets grainier twice because player has solved the word for bathroom and forint makeGraphicsGrainier(); makeGraphicsGrainier(); //change the music SceneManagement.TitleScreenMusic.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); SceneManagement.PostFirstPuzzleMusic.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); SceneManagement.PostBathroomMusic.start(); //make turul squawk //TriggerGateClose.loopingTurulSquawkSound.start(); PlayLoopingSquawk.TurulLoopsSquawk.start(); }
public void CatPuzzleSolvedResponse() { catPuzzleLoopScript.catPuzzleLoopSound.setParameterValue("OnOff", 0f); catPuzzleLoopScript.catPuzzleLoopSound.setParameterValue("catSounds", 1.0f); lightsScript.targetLightIntensity -= lightsScript.targetDimAmount; ProgressiveLights.lightsShouldBeDimming = true; lightsScript.MakeAmbientCreepier(); lockViewScript.makeGraphicsGrainier(); //gateCloseScript.PlayLoopingTurulSquawk(); PlayLoopingSquawk.TurulLoopsSquawk.start(); PuzzleManagement.PlayerIsDoingBathroomPuzzle = false; PuzzleManagement.PlayerIsDoingCatPuzzle = false; PuzzleManagement.PlayerIsDoingSicknessPuzzle = true; turulSFXScript.playerHasInteractedWithTurulThisPuzzle = false; turulSFXScript.emersionLightningHasStruckThisPuzzle = false; gameObject.SetActive(false); lockViewScript.HoldItem(PlayerItem.None, null); }
public void triggerBathroomCutsceneBool() { DoorScript.BathroomCutsceneHasPlayed = true; ProgressiveLights.fogShouldBeGettingFoggier = true; gateCreakAndLockSound.start(); generalRainSoundScript.generalRainSounds.setParameterValue("rainTypes", 2); mausoleumRainHolder.SetActive(true); BushRainSoundHolder.SetActive(true); stormSoundControlsScript.increaseThunderAndRainIntensityAfterBathroomCutscene(); sceneManagementScript.ShouldFadeInPostBathroomMusic = true; ProgressiveLights.lightsShouldBeDimming = true; LightsScript.rotateSunBathroomCutscene = true; //RenderSettings.skybox.SetColor("_Tint", new Color(0.0f, 51.0f/255.0f, 106.0f/255.0f, 1.0f)); //testSkyBox.SetColor("_Tint", new Color(0.0f, 51.0f / 255.0f, 106.0f / 255.0f, 1.0f)); LightsScript.lowerExposureBathroomCutscene = true; PuzzleManagement.shouldIncreaseGrainSizeBathroomCutscene = true; PuzzleManagement.shouldIncreaseVignetteIntensity = true; LightsScript.targetLightIntensity -= LightsScript.targetDimAmount; LightsScript.MakeAmbientCreepier();//make the game slightly darker to help add progressive creepy ambience stormSystemAnimator.Play("Storm Convergence 2"); PPVScript = PostProccessingValue.GetComponent <PostProcessVolume>(); PPVScript.profile.TryGetSettings <Grain>(out GrainLayer); PPVScript.profile.TryGetSettings <Vignette>(out VignetteLayer); /* GrainLayer.intensity.Override(GrainLayer.intensity * PPVMultiplier); * VignetteLayer.intensity.Override(VignetteLayer.intensity * PPVMultiplier); * if (GrainLayer.intensity > maxGrainIntensity) * { * GrainLayer.intensity.Override(maxGrainIntensity); * } * if (VignetteLayer.intensity > maxVignetteIntensity) * { * VignetteLayer.intensity.Override(maxVignetteIntensity); * }*/ }
void Update() { if (!PauseGame.GamePaused) // if the game isn't paused { if (LockViewScript.locked && Input.GetMouseButtonDown(1)) // right mouse button click { ImageListIndex++; //move through the ImageList and cycle back to 0 at the end if (ImageListIndex > ImageNameList.Count - 1) { ImageListIndex = 0; } Debug.Log("ImageListIndex: " + ImageListIndex); Debug.Log("ImageNameList Count: " + ImageNameList.Count); //for (int i = 0; i < ImageNameList.Count - 1; i++) //{ // Debug.Log("Image List Name: " + ImageNameList[i]); //} Debug.Log("ImageNameList Count: " + ImageNameList.Count); temporaryPictureName = ImageNameList[ImageListIndex]; //string for picture to load Sprite SpriteToLoad = Resources.Load <Sprite>("Images/TextSprites/" + temporaryPictureName); //create a space in memory for the sprite to load if (SpriteToLoad) //error checking { TextGraphic.GetComponent <SpriteRenderer>().sprite = SpriteToLoad; //if no error, load the sprite } else { Debug.LogError("no sprite found ImageName = " + ImageNameList[ImageListIndex]);//if there is an error, notify the developers } FMODUnity.RuntimeManager.PlayOneShot("event:/SFX/RightClickScrollThroughWords");//aural feedback to confirm we're cycling through choices }//end of right click if (Input.GetMouseButtonDown(0)) //left click submits an answer choice { if (temporaryPictureName == currentCorrectAnswer) //if the answer is correct { TextGraphic.SetActive(false); if (LockViewScript.LockedWithGroundskeeper) //if provided the correct answer for bathroom while speaking with the groundskeeper { stormSystemAnimator.enabled = true; ProgressiveLights.turnOnFog(); stormSoundControlsScript.StormSoundInstance.start(); GroundskeeperRespondsToCorrectAnswer.start(); //groundskeeper says 'there' in Hungarian generalRainSoundScript.generalRainSounds.setParameterValue("rainTypes", 1); LockViewScript.randomWord = null; LockViewScript.randomWordBool = false; LockViewScript.LockedWithGroundskeeper = false; LockViewScript.bathroomLightningCutSceneCameraPan = true; //camera pans to the bathroom LockViewScript.checkHit = false; //Groundskeeper.SetActive(false); var bathroomStuffPosition = FMODUnity.RuntimeUtils.To3DAttributes(bathroomStuff.transform.position); LightningSound.set3DAttributes(bathroomStuffPosition); LightningSound.start(); StartCoroutine(delayAppearanceOfBathroomStuff()); SceneManagementScript.ShouldFadeInPostFirstLevelTrack = true; ProgressiveLights.lightsShouldBeDimming = true; LightScript.rotateSunBathroomAppearance = true; //LightScript.targetLightIntensity -= LightScript.targetDimAmount*3; LightScript.lowerExposureBathroomAppearance = true; PuzzleManagement.shouldIncreaseGrainSizeBathroomAppearance = true; LightScript.MakeAmbientCreepier();//make the game slightly darker to help add progressive creepy ambience increaseGraininessOfGraphics(); } if (LockViewScript.LockedWithForint) { makeItRainInTheBathroom.start(); InventoryItemManager.playerHasForint = true; TextGraphic.SetActive(false); Forint.SetActive(false); } if (LockView.LockedWithMilk) { InventoryItemManager.playerHasMilk = true; milk.SetActive(false); IHaveMilk.start(); //charactersInventoryScript.addObtainedItemPictureToNextAvailableSlot(holdMySpriteScript.myInventorySprite); } if (LockViewScript.LockedWithCharlie) { DialogueWithCharlie.CorrectWordForMedicineResponse.start(); TextGraphic.SetActive(false); PuzzleManagement.PlayerIsDoingSicknessPuzzle = false; //StartCoroutine(delayTransitionOutOfSicknessPuzzle()); PuzzleManagement.PlayerIsDoingCandyPuzzle = true; InventoryItemManager.playerHasMedicine = true; turulSFXScript.playerHasInteractedWithTurulThisPuzzle = false; turulSFXScript.emersionLightningHasStruckThisPuzzle = false; //gateCloseScript.PlayLoopingTurulSquawk(); PlayLoopingSquawk.TurulLoopsSquawk.start(); } if (LockViewScript.LockedWithCandyBowl) { TextGraphic.SetActive(false); InventoryItemManager.playerHasCandy = true; IHaveCandy.start(); } if (LockViewScript.LockedWithBasin && !PuzzleManagement.WaterWordSolved) { PuzzleManagement.WaterWordSolved = true; PuzzleManagement.NumberOfFullElementsPuzzlesSolved++; TextGraphic.SetActive(false); Debug.Log("inside correct answer for water"); LockViewScript.LockedWithBasin = false; TurulSaysIgenSound.start(); } if (LockViewScript.LockedWithFlowerPot && !PuzzleManagement.EarthWordSolved) { PuzzleManagement.EarthWordSolved = true; PuzzleManagement.NumberOfFullElementsPuzzlesSolved++; TextGraphic.SetActive(false); Debug.Log("inside correct answer for flower pot"); LockViewScript.LockedWithFlowerPot = false; TurulSaysIgenSound.start(); } if (LockViewScript.LockedWithTorch && !PuzzleManagement.FireWordSolved) { PuzzleManagement.FireWordSolved = true; PuzzleManagement.NumberOfFullElementsPuzzlesSolved++; TextGraphic.SetActive(false); Debug.Log("inside correct answer for fire"); LockViewScript.LockedWithTorch = false; TurulSaysIgenSound.start(); } if (LockViewScript.LockedWithPinwheel && !PuzzleManagement.WindWordSolved) { PuzzleManagement.WindWordSolved = true; PuzzleManagement.NumberOfFullElementsPuzzlesSolved++; TextGraphic.SetActive(false); Debug.Log("inside correct answer for wind"); LockViewScript.LockedWithPinwheel = false; TurulSaysIgenSound.start(); } } else //incorrect answer choice { if (LockViewScript.LockedWithGroundskeeper) { GroundskeeperRespondsToIncorrectAnswer.start(); } //FMODUnity.RuntimeManager.PlayOneShot("event:/Words/Incorrect_Answer");//negative aural feedback to player for an incorrect answer else if (LockViewScript.LockedWithCharlie) { DialogueWithCharlie.IncorrectWordForMedicineResponse.start(); } else { generalIncorrectAnswerOrInteractionComment.start(); } } }//end of left click } } //end of update