public void StartIntroductionConversation() { // disable player movement playerController.GetComponent <CharacterController2D>().enabled = false; // choose partner currentPartner = introductionPartner; // display Conversation UI conversationUI.gameObject.SetActive(true); // halt police officers foreach (PoliceOfficer officer in officers) { officer.GetComponent <NavMeshAgent>().Stop(); } conversing = true; currentConversationLine = 0; dialogueBox.text = currentPartner.conversation[currentConversationLine]; if (currentPartner.playerSpeaking[currentConversationLine]) { selfBackground.gameObject.SetActive(true); otherBackground.gameObject.SetActive(false); positiveSelf.gameObject.SetActive(true); negativeSelf.gameObject.SetActive(false); } else { selfBackground.gameObject.SetActive(false); otherBackground.gameObject.SetActive(true); positiveSelf.gameObject.SetActive(false); negativeSelf.gameObject.SetActive(true); } currentConversationLine++; }
ConversationPartner GetRandomConversationPartner() { System.Random rand = new System.Random(); ConversationPartner ret = remainingCharacters[rand.Next(0, remainingCharacters.Count)]; remainingCharacters.Remove(ret); return(ret); }
protected override void Start() { base.Start(); doorOpen = false; animator = GetComponent <Animator>(); displayVerb = "Open"; janice = GameObject.FindGameObjectWithTag("Conversation Partner").GetComponent <ConversationPartner>(); }//End Start
public void StartConversation() { // disable player movement playerController.GetComponent<CharacterController2D>().enabled = false; // choose partner currentPartner = GetRandomConversationPartner(); // display Conversation UI conversationUI.gameObject.SetActive(true); // halt police officers foreach(PoliceOfficer officer in officers) { officer.GetComponent<NavMeshAgent>().Stop(); } // set the next pick up item //GameObject toBeSpawned = null; //switch (currentPartner.secretType) //{ // case Pickup.PickupType.ADDICT: // toBeSpawned = pickupTypes[0].gameObject; // break; // case Pickup.PickupType.CHEATER: // toBeSpawned = pickupTypes[1].gameObject; // break; // case Pickup.PickupType.LIAR: // toBeSpawned = pickupTypes[2].gameObject; // break; // case Pickup.PickupType.MURDERER: // toBeSpawned = pickupTypes[3].gameObject; // break; // case Pickup.PickupType.THIEF: // toBeSpawned = pickupTypes[4].gameObject; // break; //} //Instantiate(toBeSpawned, pickupLocations[(5 - remainingCharacters.Count) - 1].transform.position, Quaternion.identity); // start conversation conversing = true; currentConversationLine = 0; dialogueBox.text = currentPartner.conversation[currentConversationLine]; if (currentPartner.playerSpeaking[currentConversationLine]) { selfBackground.gameObject.SetActive(true); otherBackground.gameObject.SetActive(false); positiveSelf.gameObject.SetActive (true); negativeSelf.gameObject.SetActive (false); } else { selfBackground.gameObject.SetActive(false); otherBackground.gameObject.SetActive(true); positiveSelf.gameObject.SetActive (false); negativeSelf.gameObject.SetActive(true); } currentConversationLine++; }
public void StartConversation() { // disable player movement playerController.GetComponent <CharacterController2D>().enabled = false; // choose partner currentPartner = GetRandomConversationPartner(); // display Conversation UI conversationUI.gameObject.SetActive(true); // halt police officers foreach (PoliceOfficer officer in officers) { officer.GetComponent <NavMeshAgent>().Stop(); } // set the next pick up item //GameObject toBeSpawned = null; //switch (currentPartner.secretType) //{ // case Pickup.PickupType.ADDICT: // toBeSpawned = pickupTypes[0].gameObject; // break; // case Pickup.PickupType.CHEATER: // toBeSpawned = pickupTypes[1].gameObject; // break; // case Pickup.PickupType.LIAR: // toBeSpawned = pickupTypes[2].gameObject; // break; // case Pickup.PickupType.MURDERER: // toBeSpawned = pickupTypes[3].gameObject; // break; // case Pickup.PickupType.THIEF: // toBeSpawned = pickupTypes[4].gameObject; // break; //} //Instantiate(toBeSpawned, pickupLocations[(5 - remainingCharacters.Count) - 1].transform.position, Quaternion.identity); // start conversation conversing = true; currentConversationLine = 0; dialogueBox.text = currentPartner.conversation[currentConversationLine]; if (currentPartner.playerSpeaking[currentConversationLine]) { selfBackground.gameObject.SetActive(true); otherBackground.gameObject.SetActive(false); positiveSelf.gameObject.SetActive(true); negativeSelf.gameObject.SetActive(false); } else { selfBackground.gameObject.SetActive(false); otherBackground.gameObject.SetActive(true); positiveSelf.gameObject.SetActive(false); negativeSelf.gameObject.SetActive(true); } currentConversationLine++; }
public void StartIntroductionConversation() { // disable player movement playerController.GetComponent<CharacterController2D>().enabled = false; // choose partner currentPartner = introductionPartner; // display Conversation UI conversationUI.gameObject.SetActive(true); // halt police officers foreach(PoliceOfficer officer in officers) { officer.GetComponent<NavMeshAgent>().Stop(); } conversing = true; currentConversationLine = 0; dialogueBox.text = currentPartner.conversation[currentConversationLine]; if (currentPartner.playerSpeaking[currentConversationLine]) { selfBackground.gameObject.SetActive(true); otherBackground.gameObject.SetActive(false); positiveSelf.gameObject.SetActive (true); negativeSelf.gameObject.SetActive (false); } else { selfBackground.gameObject.SetActive(false); otherBackground.gameObject.SetActive(true); positiveSelf.gameObject.SetActive (false); negativeSelf.gameObject.SetActive(true); } currentConversationLine++; }