// Start is called before the first frame update void Start() { if (!Game.gameIsInit) { Game.gameInit(); } Game.currentRoom = (int)Game.MapIDs.Dovecotes; Game.mapStatus[(int)Game.MapIDs.Magician_Tower] = (int)Game.MapStatus.Unvisited_Red; txt = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Text>(); Button4 = GameObject.Find("Button4"); Button1 = GameObject.Find("Button1"); Button2 = GameObject.Find("Button2"); Button3 = GameObject.Find("Button3"); ButtonBox4 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(4).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox1 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox2 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox3 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(3).gameObject.GetComponent <UnityEngine.UI.Text>(); SpeakerLeft = GameObject.Find("SpeakerLeft"); SpeakerRight = GameObject.Find("SpeakerRight"); UI = GameObject.Find("UI"); if (Game.mapStatus[(int)Game.MapIDs.Dovecotes] == (int)Game.MapStatus.Unvisited_Green) { //set dovecotes to visited green Game.mapStatus[(int)Game.MapIDs.Dovecotes] = (int)Game.MapStatus.Visited_Green; ClickNode n_1 = new ClickNode("No wonder my head hurts...", txt); n_1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_2 = new ClickNode("Wait... Why the Dovecotes?", txt); n_2.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_1.setNext(n_2); ClickNode n_3 = new ClickNode("Doves are for peace!", txt); n_3.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_2.setNext(n_3); ButtonNode n_4 = new ButtonNode("Uh.......... huh.........", txt, new GameObject[] { Button1, Button2, Button3 }, new Text[] { ButtonBox1, ButtonBox2, ButtonBox3 }); n_4.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_3.setNext(n_4); //for loop return ButtonNode n_4b = new ButtonNode("Hm.", txt, new GameObject[] { Button1, Button2, Button3, Button4 }, new Text[] { ButtonBox1, ButtonBox2, ButtonBox3, ButtonBox4 }); n_4b.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); //branch n_4_a ClickNode n_4_a1 = new ClickNode("Did you see who opened the portal?", txt); n_4_a1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_4_a2 = new ClickNode("Oh, uh... No...\n\nBut that's not for lack of trying! " + "It just kind of... appeared.", txt); n_4_a2.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_a1.setNext(n_4_a2); ClickNode n_4_a3 = new ClickNode("I don't know if any of us has magic THAT strong, though. " + "My hammer didn't do a thing to those monsters!", txt); n_4_a3.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_a2.setNext(n_4_a3); n_4_a3.setNext(n_4b); //branch n_4_b ClickNode n_4_b1 = new ClickNode("Sorry, must've gotten hit real hard.\n\nCan you start that again, " + "from the top? Maybe a bit slower.", txt); n_4_b1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_4_b2 = new ClickNode("Oh no, do you need medical attention?!", txt); n_4_b2.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b1.setNext(n_4_b2); ClickNode n_4_b3 = new ClickNode("I- Uh, no. Something about a portal?", txt); n_4_b3.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_4_b2.setNext(n_4_b3); ClickNode n_4_b4 = new ClickNode("Yeah! All the Major Arcana were in the Great Hall for the meeting today...\n" + "Everything was going totally normal until that portal opened up behind Tower on the dias.", txt); n_4_b4.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b3.setNext(n_4_b4); ClickNode n_4_b5 = new ClickNode("It wasn't anything like any portal I'd ever seen before. Like someone'd " + "ripped a hole in a piece of fabric, only it was in mid-air, all the way from floor to ceiling!", txt); n_4_b5.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b4.setNext(n_4_b5); ClickNode n_4_b6 = new ClickNode("Then this huge set of claws reached out from it and pulled the portal open. " + "It was the worst thing I'd ever seen, Justice!", txt); n_4_b6.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b5.setNext(n_4_b6); ClickNode n_4_b6b = new ClickNode("It was big and horrible, like some awful, misshapen animal. " + "It looked like it was made of pitch and dripped black goo everywhere and smelled like " + "rotten eggs!", txt); n_4_b6b.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b6.setNext(n_4_b6b); ClickNode n_4_b7 = new ClickNode("Of course, as soon as that one was out, a bunch of other monsters came " + "after it, all different but just as gross. ", txt); n_4_b7.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b6b.setNext(n_4_b7); ClickNode n_4_b7b = new ClickNode("The Emperor and Empress started trying to fight them, " + "but even they were having trouble keeping them at bay. It wasn't long until they told everyone to evacuate.", txt); n_4_b7b.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b7.setNext(n_4_b7b); ClickNode n_4_b8 = new ClickNode("I tried to help Tower, but I couldn't even get near her! " + "And when Empress told me to leave, that's when I saw you get knocked upside the head.", txt); n_4_b8.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_b7b.setNext(n_4_b8); ClickNode n_4_b9 = new ClickNode("Sounds like I really should've been watching where I was standing.", txt); n_4_b9.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_4_b8.setNext(n_4_b9); n_4_b9.setNext(n_4b); //branch n_4_c ClickNode n_4_c1 = new ClickNode("Did you see anyone else get out of the Hall?", txt); n_4_c1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_4_c2 = new ClickNode("No, sorry...\n\nEverything kinda happened all at once.", txt); n_4_c2.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_c1.setNext(n_4_c2); ClickNode n_4_c3 = new ClickNode("Those monsters from the portal were pouring into the rest " + "of the castle by the time I got you out of there.", txt); n_4_c3.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_c2.setNext(n_4_c3); ClickNode n_4_c4 = new ClickNode("But it looks like at least this side of the castle grounds is still clear.", txt); n_4_c4.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_4_c3.setNext(n_4_c4); ClickNode n_4_c5 = new ClickNode("I'm sure Hermit is having a field day.", txt); n_4_c5.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_4_c4.setNext(n_4_c5); n_4_c5.setNext(n_4b); //end branch ClickNode n_5 = new ClickNode("Let's get out of here.\n\nIf we're going to catch who did this, which we " + "are, we'd better start looking sooner rather than later.", txt); n_5.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_4.addNext(n_4_b1, "Again... But slower."); n_4.addNext(n_4_a1, "Who did it?"); n_4.addNext(n_4_c1, "Who else got out?"); n_4b.addNext(n_4_a1, "Who did it?"); n_4b.addNext(n_4_c1, "Who else got out?"); n_4b.addNext(n_5, "Let's get out of here."); n_4b.addNext(n_4_b1, "Again... But slower."); ClickNode n_6 = new ClickNode("Oh geez, Justice. The portal is still open and the castle is swarming " + "with monsters! You can't tell me you're gonna try and do your judge thing in all that...", txt); n_6.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_5.setNext(n_6); ButtonNode n_7 = new ButtonNode(".....", txt, new GameObject[] { Button1, Button2 }, new Text[] { ButtonBox1, ButtonBox2 }); n_7.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_6.setNext(n_7); //branch n_7a ClickNode n_7_a1 = new ClickNode("Isn't your name Strength? I figured you'd be the first one " + "back in there, trying to rescue as many of the Arcana as you could.", txt); n_7_a1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_7_a2 = new ClickNode("The Strength I know would be gathering her army and tending " + "to the wounded right away. The quicker you move, the less people get hurt.", txt); n_7_a2.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); n_7_a1.setNext(n_7_a2); ClickNode n_7_a3 = new ClickNode("I... you're right, Justice. We've gotta figure out a way to stop those monsters!", txt); n_7_a3.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_7_a2.setNext(n_7_a3); //branch n_7b ClickNode n_7_b1 = new ClickNode("I am. You don't have to join if you don't want to, Strength, " + "but I can't rest if the scales are this far out of balance.", txt); n_7_b1.addSpeaker(SpeakerLeft, "Images/justice_annoyed", true); ClickNode n_7_b2 = new ClickNode("Oh Justice... I can't just let you get yourself torn apart all alone. Fine.", txt); n_7_b2.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_7_b1.setNext(n_7_b2); //end branch n_7.addNext(n_7_a1, "Aren't you Strength?"); n_7.addNext(n_7_b1, "You don't have to join."); ClickNode n_8 = new ClickNode("First things first...", txt); n_8.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_7_a3.setNext(n_8); n_7_b2.setNext(n_8); ClickNode n_9 = new ClickNode("If we're going to get into the castle, the Magician's Tower is your " + "safest bet. It's way in the back, and there's an outside door just north of here.", txt); n_9.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_9.enableMenu(1); n_8.setNext(n_9); curNode = n_1; } else //status is Visited Green { ButtonNode n_1 = new ButtonNode("Coo... Coo...", txt, new GameObject[] { Button1 }, new Text[] { ButtonBox1 }); curNode = n_1; } Button4.SetActive(false); Button1.SetActive(false); Button2.SetActive(false); Button3.SetActive(false); ButtonBox4.gameObject.SetActive(false); ButtonBox1.gameObject.SetActive(false); ButtonBox2.gameObject.SetActive(false); ButtonBox3.gameObject.SetActive(false); SpeakerLeft.SetActive(false); SpeakerRight.SetActive(false); UI.SetActive(false); }
// Start is called before the first frame update void Start() { if (!Game.gameIsInit) { Game.gameInit(); } Game.currentRoom = (int)Game.MapIDs.Magician_Tower; txt = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Text>(); Button4 = GameObject.Find("Button4"); Button1 = GameObject.Find("Button1"); Button2 = GameObject.Find("Button2"); Button3 = GameObject.Find("Button3"); ButtonBox4 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(4).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox1 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox2 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Text>(); ButtonBox3 = this.gameObject.transform.GetChild(0).GetChild(0).GetChild(3).gameObject.GetComponent <UnityEngine.UI.Text>(); SpeakerLeft = GameObject.Find("SpeakerLeft"); SpeakerRight = GameObject.Find("SpeakerRight"); UI = GameObject.Find("UI"); if (Game.mapStatus[(int)Game.MapIDs.Magician_Tower] == (int)Game.MapStatus.Unvisited_Red) { //set magician tower to visited green Game.mapStatus[(int)Game.MapIDs.Magician_Tower] = (int)Game.MapStatus.Visited_Green; ClickNode n_1 = new ClickNode("As you walk into the Magician's Tower, you hear a faint chittering " + "above you...", txt); ClickNode n_2 = new ClickNode("Watch out!", txt); n_2.addSpeaker(SpeakerRight, "Images/strength_neutral", false); n_1.setNext(n_2); TransferNode n_3 = new TransferNode(1); n_2.setNext(n_3); curNode = n_1; } else //status is Visited Green { ClickNode n_1 = new ClickNode("Congratulations, you beat the monster!", txt); ClickNode n_2 = new ClickNode("That's all for this demo, but stay tuned for more!", txt); n_1.setNext(n_2); ClickNode n_3 = new ClickNode("Thanks for playing!", txt); n_2.setNext(n_3); TransferNode n_4 = new TransferNode(-1); n_3.setNext(n_4); curNode = n_1; } Button4.SetActive(false); Button1.SetActive(false); Button2.SetActive(false); Button3.SetActive(false); ButtonBox4.gameObject.SetActive(false); ButtonBox1.gameObject.SetActive(false); ButtonBox2.gameObject.SetActive(false); ButtonBox3.gameObject.SetActive(false); SpeakerLeft.SetActive(false); SpeakerRight.SetActive(false); UI.SetActive(false); }