void OnPressed() { if (gameObject.name == "Flee") { new WaitForSeconds(0.5f); SceneManager.LoadScene("Scen1"); } else if (gameObject.name == "Talk") { new WaitForSeconds(0.5f); topLeftImage.sprite = Resources.Load <Sprite>("SubActions/Flatter"); topLeft.name = "Flatter"; topRightImage.sprite = Resources.Load <Sprite>("SubActions/Insult"); topRight.name = "Insult"; bottomLeftImage.sprite = Resources.Load <Sprite>("SubActions/Ignore"); bottomLeft.name = "Ignore"; bottomRightImage.sprite = Resources.Load <Sprite>("SubActions/GoBack"); bottomRight.name = "GoBack"; } else if (gameObject.name == "Act") { new WaitForSeconds(0.5f); topLeftImage.sprite = Resources.Load <Sprite>("SubActions/Roar"); topLeft.name = "Roar"; topRightImage.sprite = Resources.Load <Sprite>("SubActions/Dance"); topRight.name = "Dance"; bottomLeftImage.sprite = Resources.Load <Sprite>("SubActions/Sneer"); bottomLeft.name = "Sneer"; bottomRightImage.sprite = Resources.Load <Sprite>("SubActions/GoBack"); bottomRight.name = "GoBack"; } else if (gameObject.name == "Item") { new WaitForSeconds(0.5f); if (itemHud.activeSelf == true) { itemHud.SetActive(false); } else if (itemHud.activeSelf == false) { itemHud.SetActive(true); } } else if (gameObject.name == "GoBack") { GoBack(); } else if (gameObject.name == "Dance") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); //anim.SetTrigger("Dance"); textPanelText.GetComponent <TextWriter>().Initialiser("You do a DAANCE!! Croc is Very Impressed"); TurnHandler.enemyBoredom -= 10; TurnHandler.enemyHappiness += 5; TurnHandler.playerHappiness += 8; } else if (gameObject.name == "Flatter") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You Tell " + Enemy.enemy.name + " that you like his humps. He Smiles Gleefully back"); TurnHandler.enemyHappiness += 15; TurnHandler.enemyBoredom -= 5; TurnHandler.playerBoredom += 5; TurnHandler.playerHappiness -= 5; } else if (gameObject.name == "Ignore") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You Ignore the dinosaur, he seems sad and lost..."); TurnHandler.playerBoredom += 15; TurnHandler.enemyBoredom -= 10; TurnHandler.enemyHappiness -= 15; } else if (gameObject.name == "Insult") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You comment on how the enemy looks like he was a 3-year olds first drawing"); TurnHandler.playerBoredom -= 10; TurnHandler.enemyBoredom -= 20; TurnHandler.enemyHappiness -= 10; } else if (gameObject.name == "Roar") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("RRRRAAAAAAAAAAAAAAAWWWWWWWWWWWWRRRRR!!!"); TurnHandler.playerHappiness += 10; TurnHandler.enemyBoredom -= 30; } else if (gameObject.name == "Sing") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You sing, the enemy struggles to hold back his laughter"); TurnHandler.playerBoredom -= 5; TurnHandler.playerHappiness -= 15; TurnHandler.enemyBoredom -= 20; TurnHandler.enemyHappiness += 15; } else if (gameObject.name == "Smile") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You smile towards the dinosaur, He gladly smiles back"); TurnHandler.playerBoredom += 15; TurnHandler.playerHappiness += 10; TurnHandler.enemyBoredom -= 10; TurnHandler.enemyHappiness += 10; } else if (gameObject.name == "Sneer") { BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { mainCombatPanel, itemHud, values, regret }); textPanel.SetActive(true); textPanelText.GetComponent <TextWriter>().Initialiser("You sneer at the " + Enemy.enemy.name + ", his eyes start watering..."); TurnHandler.playerBoredom -= 20; TurnHandler.playerHappiness += 10; TurnHandler.enemyBoredom -= 40; TurnHandler.enemyHappiness -= 25; } }
private void OnMouseDown() { if (gameObject.name == "DinoHitBox") { if (UseItem.theItem != null) { if (UseItem.theItem == Resources.Load <GameObject>("RolexGO")) { Items.amountOfRolex -= 1; UseItem.theItem = null; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You put on a Rolex, AND FLEX HAARD!!"); TurnHandler.playerBoredom -= 20; TurnHandler.playerHappiness += 10; TurnHandler.enemyBoredom -= 40; itemPanel.transform.localScale = new Vector3(1, 1, 1); } else if (UseItem.theItem.name == "SaftGO") { UseItem.theItem = null; Items.amountOfSaft -= 1; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You drink some Juice, and feel refreshed"); TurnHandler.playerBoredom -= 10; TurnHandler.playerHappiness += 5; TurnHandler.enemyBoredom += 20; TurnHandler.enemyHappiness -= 10; itemPanel.transform.localScale = new Vector3(1, 1, 1); } else if (UseItem.theItem.name == "ValnutGO") { UseItem.theItem = null; Items.amountOfValnut -= 1; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You snack on a nut, it takes a while"); TurnHandler.playerBoredom += 10; TurnHandler.playerHappiness += 5; TurnHandler.enemyBoredom += 20; TurnHandler.enemyHappiness -= 5; itemPanel.transform.localScale = new Vector3(1, 1, 1); } } } else if (gameObject.name == "EnemyHitBox") { if (UseItem.theItem != null) { if (UseItem.theItem.name == "RolexGO") { Items.amountOfRolex -= 1; UseItem.theItem = null; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You give a Rolex to " + Enemy.enemy.name + ", he's not very impressed"); TurnHandler.playerBoredom -= 20; TurnHandler.playerHappiness -= 25; TurnHandler.enemyBoredom -= 0; TurnHandler.enemyHappiness -= 10; itemPanel.transform.localScale = new Vector3(1, 1, 1); } else if (UseItem.theItem.name == "SaftGO") { UseItem.theItem = null; Items.amountOfSaft -= 1; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You give " + Enemy.enemy.name + " some juice to drink... He doesn't like juice"); TurnHandler.playerBoredom += 10; TurnHandler.playerHappiness -= 15; TurnHandler.enemyBoredom += 20; TurnHandler.enemyHappiness -= 15; itemPanel.transform.localScale = new Vector3(1, 1, 1); } else if (UseItem.theItem.name == "ValnutGO") { UseItem.theItem = null; Items.amountOfValnut -= 1; BetweenTurns.betweenTurn = true; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, values, regretPanel }); textPanel.SetActive(true); textWriterScript.Initialiser("You Give a snack to " + Enemy.enemy.name + ", he is super happy!"); TurnHandler.playerBoredom += 10; TurnHandler.playerHappiness -= 5; TurnHandler.enemyBoredom -= 20; TurnHandler.enemyHappiness += 15; itemPanel.transform.localScale = new Vector3(1, 1, 1); } } } }
void Update() { #region EnemyTurn if (enemyTurn == true) { CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); if (num == 0) { int randnum = Random.Range(1, 4); if (randnum == 1) { textWriterScript.Initialiser(Enemy.enemy.name + " talks about the weather, you feel yourself becoming less interested in the confrontation"); playerBoredom += 10; num++; } else if (randnum == 2) { textWriterScript.Initialiser(Enemy.enemy.name + " humms a song, you feel a little happier"); playerHappiness += 10; enemyHappiness += 5; num++; } else if (randnum == 3) { textWriterScript.Initialiser(Enemy.enemy.name + " Aggresively bites towards you"); playerBoredom -= 10; playerHappiness -= 15; num++; } else if (randnum == 4) { textWriterScript.Initialiser(Enemy.enemy.name + " Strikes a pose, Incredible!"); playerBoredom -= 10; enemyHappiness += 5; enemyBoredom += 5; playerHappiness += 10; num++; } } if (textWriterScript.finished == true) { enemyTurn = false; BetweenTurns.betweenTurn = false; TextContinue.myContinue = false; combatPanel.SetActive(true); values.SetActive(true); textPanel.SetActive(false); num = 0; } } #endregion #region SwitchScen //BORED if ((textPanelText.text == "The enemy got bored and fell asleep... You walk away dejectedly" || textPanelText.text == "You grow tired of the stale battle and leave to find better things to do") && TextContinue.myContinue == true) { SceneManager.LoadScene("Scen1"); } //BAD ENDING if ((textPanelText.text == "The enemy is very sad, so he runs away...." || textPanelText.text == "You become very sad, while running away you swear to remember this moment....") && TextContinue.myContinue == true) { SceneManager.LoadScene("Scen1"); } //GOOD ENDINGS if ((textPanelText.text == "The enemy hops around with glee:) You and " + Enemy.enemy.name + " form a bond" || textPanelText.text == "You Ignore the enemy as you continue your jorney with newfound enthusiasm") && TextContinue.myContinue == true) { SceneManager.LoadScene("Scen1"); } #endregion #region Make It Enemy Turn if (textWriterScript.finished == true && BetweenTurns.betweenTurn == true) { enemyTurn = true; } #endregion if (Input.GetKeyDown(KeyCode.B)) { playerHappiness += 10; } else if (Input.GetKeyDown(KeyCode.V)) { enemyHappiness += 10; } if (enemyBoredom >= 100 && enemyTurn == false && BetweenTurns.betweenTurn == false) { InteractiveItem.crocDefeated = true; enemyBoredom = 1; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("The enemy got bored and fell asleep... You walk away dejectedly"); } else if (enemyBoredom <= 0 && enemyTurn == false && boredText1 == false && BetweenTurns.betweenTurn == false) { InteractiveItem.crocDefeated = true; if (num1 == 0) { num1++; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("The enemy is Super Invested and Pumped for the battle"); } if (textWriterScript.finished == true) { enemyTurn = false; BetweenTurns.betweenTurn = false; TextContinue.myContinue = false; combatPanel.SetActive(true); values.SetActive(true); textPanel.SetActive(false); boredText1 = true; } } else if (playerBoredom >= 100 && enemyTurn == false && BetweenTurns.betweenTurn == false) { InteractiveItem.crocDefeated = true; playerBoredom = 1; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("You grow tired of the stale battle and leave to find better things to do"); } else if (playerBoredom <= 0 && enemyTurn == false && boredText2 == false && BetweenTurns.betweenTurn == false) { InteractiveItem.crocDefeated = true; if (num2 == 0) { num2++; CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("You're F*****g Hyped for the battle"); } if (textWriterScript.finished == true) { enemyTurn = false; BetweenTurns.betweenTurn = false; TextContinue.myContinue = false; combatPanel.SetActive(true); values.SetActive(true); textPanel.SetActive(false); boredText2 = true; } } else if (enemyHappiness <= 0 && BetweenTurns.betweenTurn == false) { CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("The enemy is very sad, so he runs away...."); InteractiveItem.crocDefeated = true; } else if (playerHappiness <= 0 && BetweenTurns.betweenTurn == false) { CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("You become very sad, while running away you swear to remember this moment...."); InteractiveItem.crocDefeated = true; } else if (enemyHappiness >= 100 && BetweenTurns.betweenTurn == false) { CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("The enemy hops around with glee:) You and " + Enemy.enemy.name + " form a bond"); InteractiveItem.crocDefeated = true; } else if (playerHappiness >= 100 && BetweenTurns.betweenTurn == false) { CloseAllCombat.CloseAll(new List <GameObject>() { combatPanel, itemPanel, regretPanel, values }); textPanel.SetActive(true); textWriterScript.Initialiser("You Ignore the enemy as you continue your jorney with newfound enthusiasm"); InteractiveItem.crocDefeated = true; } }