// Use this for initialization void Start() { winPos = new Rect((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //winPos = new Rect (this.transform.position.x + 355, this.transform.position.y + 412, 500, 200); //boxPos = new Rect ((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //Quests Components: AllQuests = gameObject.GetComponent <All_Quests>(); Q2 = gameObject.GetComponent <Quest2>(); Q1 = gameObject.GetComponent <Quest1>(); //SpeechBubble: speechBubble.SetActive(false); speechPos = speechBubble.transform.position; PlayerSpeechPos = this.transform.position; //Dialogue Array: //Mathius/Player Dialogue: Dl [0] = "\nHello!\n my name is Mathius, in all the chaos I seem to have lost my bag!\n Would you mind finding it for me?"; Dl [1] = "Sure I can get it!"; //player dialogue Dl [2] = "Return it to me and I'll give you a reward for your efforts!"; Dl [3] = "Thanks\n here's some armour\n I have no use for it"; //Elizabeth/Player Dialogue: Dl [4] = "Hello\n My name is Elizabeth\n a band of creatures took my weapons \nif you get them back for me I'll reward you"; Dl[5] = "Thank you so much!\n to show my appreciation have a magenta potion!"; }
public bool Repeat; //so the Dialogue won't repeat // Use this for initialization void Start() { CurNumItems = 0; ItemsTotal = 3; AllQuests = gameObject.GetComponent <All_Quests>(); Has = false; Completed = false; Repeat = true; }
// Use this for initialization void Start() { CurNumItems = 0; ItemsTotal = 3; AllQuests = gameObject.GetComponent<All_Quests>(); Has = false; Completed = false; Repeat = true; }
// Use this for initialization void Start() { CurNumItems = 0; ItemsTotal = 1; AllQuests = gameObject.GetComponent <All_Quests>(); Has = false; Completed = false; Repeat = true; //item.SetActive (false); }
// Use this for initialization void Start() { CurNumItems = 0; ItemsTotal = 1; AllQuests = gameObject.GetComponent<All_Quests>(); Has = false; Completed = false; Repeat = true; //item.SetActive (false); }
//connect to each script void Start() { player = this.gameObject; stat = player.GetComponent <StatCollectionClass>(); psg = player.GetComponent <PlayerStateGUI> (); quest = player.GetComponent <All_Quests> (); }
void Start() { player = this.gameObject; stat = player.GetComponent <StatCollectionClass>(); skill = player.GetComponent <SkillTree>(); quest = player.GetComponent <All_Quests> (); item = player.GetComponent <ItemGUI>(); }
void Start() { player = this.gameObject; stat = player.GetComponent<StatCollectionClass >(); skill = player.GetComponent<SkillTree >(); quest = player.GetComponent<All_Quests> (); item = player.GetComponent<ItemGUI>(); }
void Start() { player = this.gameObject; stat = player.GetComponent<StatCollectionClass >(); skill = player.GetComponent<SkillTree >(); quest = player.GetComponent<All_Quests> (); ps = player.GetComponent<PlayerStateGUI>(); up = player.GetComponent<ItemUpgrade> (); }
// Use this for initialization void Start() { winPos = new Rect ((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //winPos = new Rect (this.transform.position.x + 355, this.transform.position.y + 412, 500, 200); //boxPos = new Rect ((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //Quests Components: AllQuests = gameObject.GetComponent<All_Quests>(); Q2 = gameObject.GetComponent<Quest2>(); Q1 = gameObject.GetComponent<Quest1>(); //SpeechBubble: speechBubble.SetActive(false); speechPos = speechBubble.transform.position; PlayerSpeechPos = this.transform.position; //Dialogue Array: //Mathius/Player Dialogue: Dl [0] = "\nHello!\n my name is Mathius, in all the chaos I seem to have lost my bag!\n Would you mind finding it for me?"; Dl [1] = "Sure I can get it!"; //player dialogue Dl [2] = "Return it to me and I'll give you a reward for your efforts!"; Dl [3] = "Thanks\n here's some armour\n I have no use for it"; //Elizabeth/Player Dialogue: Dl [4] = "Hello\n My name is Elizabeth\n a band of creatures took my weapons \nif you get them back for me I'll reward you"; Dl[5] = "Thank you so much!\n to show my appreciation have a magenta potion!"; }
// Use this for initialization void Start() { //Q2.setGoToTown(false); winPos = new Rect ((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //winPos = new Rect (this.transform.position.x + 355, this.transform.position.y + 412, 500, 200); //boxPos = new Rect ((Screen.width / 2) - Screen.width / 4, (Screen.height / 2) - Screen.height / 4, Screen.width / 2, Screen.height / 2); //Quests Components: AllQuests = gameObject.GetComponent<All_Quests>(); Q4 = gameObject.GetComponent<Quest4>(); Q3 = gameObject.GetComponent<Quest3>(); Q2 = gameObject.GetComponent<Quest2>(); Q1 = gameObject.GetComponent<Quest1>(); playerStat = GetComponent<StatCollectionClass>(); Arrow = GameObject.Find ("Arrow"); //SpeechBubble: speechBubble.SetActive(false); speechPos = speechBubble.transform.position; FrontGate1.SetActive (true); FrontGate2.SetActive (false); FrontGate3.SetActive (false); BackGate1.SetActive (true); BackGate2.SetActive (false); BackGate3.SetActive (false); townDone = false; freezePos = false; Q3P1 = false; Q3P2 = false; //Dialogue Array: //Mathius/Player Dialogue: Dl [0] = "\nHello!\n my name is Mathius, in all the chaos I seem to have lost my bag!\n Could you find it for me?"; Dl [1] = "\nSure, I can get it!"; //player dialogue Dl [2] = "\nReturn it to me and I'll give you a reward for your efforts!...\n and If you see my friend Elizabeth tell her I'm okay, \n we got separated after the skyfall"; Dl [3] = "\nThanks\n here's some gold coins,\n may they aid you on your journey..."; //Elizabeth/Player Dialogue: Dl[4] = "\nHello\n My name is Elizabeth\n have you seen my friend Mathius?!"; Dl[5] = "\nYes I have, he wanted me to tell you he's okay!"; //player dialogue Dl[6] = "\nThanks! I was very worried! \n you should head over to Birdtown,\n it's been steeped in turmoil since the skyfall\n here's a town pass, since the skyfall you'll need it to pass through the gate"; Dl[7] = "\nThanks, I'll check it out!"; //Guard1 Dialogue: Dl[8] = "\nWho Goes There!"; Dl[9] = "\nI'm just a traveller, looking for General E. Speaking..."; // player dialogue Dl[10] = "\nYou don't have a town pass AND the entry fee, \nYOU \nSHALL NOT \nPASS! \n come back when you have both!"; Dl[11] = "\nI have a town pass and enough coins to pay the entry fee"; //player dialogue Dl[12] = "\nhmm.. looks like you have the required items, \nyou may enter, \n OPEN THE GATE!"; Dl[13] = "\nIt's too dangerous to leave the gate open at this time\n CLOSE THE GATE!!"; /************************* * will need to change where new lines are depending on resolution * for the below dialogue * ************************/ // townRobot Dialogue (QuestGiver3) Dl[14] = "\n*Beep* *Boop*\n I was right, General E. Speaking is just\n past the back gate. He's working from his \ncrashed space shuttle. Go talk to Selina, she can \ngive you a key for the back gate"; Dl[15] = "\nOkay I'l go and speak with her!"; // player Dl[16] = "\n*Beep* *Boop*\nOh! I almost forgot! here's something to\n make you feel a bit better!"; // Selina (town) Dl[17] = "\nHello Stranger, how can I help you?"; Dl[18] = "\nGigabyte sent me, he said you could give me the key to the back gate?"; //player Dl[19] = "\nah yes! here, take it, I just hope you can stop \nGeneral E. Speaking before it's too late..."; //Guard 2 Dialogue //Negative Dl [20] = "\n If you don't have a key, I can't open the gate for you,\n try talking so Selina, she might \n be able to give you one"; //Postitive Dl[21] = "\n I have the key, please open the gate for me"; //player Dl[22] = "\n Your minimap won't work in General E. Speaking's dungeon, \nGoodluck!"; }
//connect to each script void Start() { player = this.gameObject; stat = player.GetComponent<StatCollectionClass >(); psg = player.GetComponent<PlayerStateGUI> (); quest = player.GetComponent<All_Quests> (); }