Example #1
0
    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;
        }
    }
Example #2
0
    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);
                }
            }
        }
    }
Example #3
0
    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;
        }
    }