void OnReactivate() { beSpecial = false; isActive = true; Debug.LogFormat("[Flavor Text #{0}] It's back on.", _moduleId); textOptions = JsonConvert.DeserializeObject <List <FlavorTextOption> >(flavorTextJson.text); textOption = textOptions[UnityEngine.Random.Range(0, textOptions.Count)]; textDisplay.text = textOption.text; if (textOption.text == "And here's the Countdown clock...") { beSpecial = true; Debug.LogFormat("[Flavor Text #{0}] It's looking for (Cruel) Countdown.", _moduleId); } else { Debug.LogFormat("[Flavor Text #{0}] It's looking for {1}.", _moduleId, textOption.name); } Debug.LogFormat("[Flavor Text #{0}] It said: {1}", _moduleId, textOption.text); if (moduleNames.Contains(textOption.name) || (textOption.name == "The Stare" && starePresent) || beSpecial && (moduleNames.Contains("Countdown") || moduleNames.Contains("Cruel Countdown"))) { Debug.LogFormat("[Flavor Text #{0}] Do you accept it? (You probably should...)", _moduleId); } else { Debug.LogFormat("[Flavor Text #{0}] Do you accept it? (You probably should not...)", _moduleId); } }
void Randomize() { int index; // if (stageNumber == 1) { index = UnityEngine.Random.Range(0, 694); } else if (stageNumber == 2) { index = UnityEngine.Random.Range(694, 5440); //7 } else if (stageNumber == 3) { index = UnityEngine.Random.Range(5440, 7629); //13 } else { index = UnityEngine.Random.Range(7629, 7891); //19 } textOption = textOptions[index]; textDisplay.text = textOption.text.ToString(); //Randomize(); Debug.LogFormat("[Chinese Strokes #{0}] Stage {4}: Selected character: {1} (index {3}), Number of strokes: {2}", moduleId, textOption.text, textOption.number, index, stageNumber); }
void OnActivate() { isActive = true; Debug.LogFormat("[Flavor Text #{0}] It's on.", _moduleId); textOption = textOptions[UnityEngine.Random.Range(0, textOptions.Count)]; textDisplay.text = textOption.text; if (textOption.text == "And here's the Countdown clock...") { beSpecial = true; Debug.LogFormat("[Flavor Text #{0}] It's looking for (Cruel) Countdown.", _moduleId); } else { Debug.LogFormat("[Flavor Text #{0}] It's looking for {1}.", _moduleId, textOption.name); } Debug.LogFormat("[Flavor Text #{0}] It said: {1}", _moduleId, textOption.text); if (moduleNames.Contains(textOption.name) || (textOption.name == "The Stare" && starePresent) || beSpecial && (moduleNames.Contains("Countdown") || moduleNames.Contains("Cruel Countdown"))) { Debug.LogFormat("[Flavor Text #{0}] Do you accept it? (You probably should...)", _moduleId); } else { Debug.LogFormat("[Flavor Text #{0}] Do you accept it? (You probably should'nt...)", _moduleId); } for (int i = 0; i < buttons.Count(); i++) { int j = i; buttons[i].OnInteract += delegate() { OnPress(j); return(false); }; } }
void Randomize() { for (int i = 0; i < 4; i++) { leds[i].material = off; } buttonStates = new[] { false, false, false, false }; buttonNumbers = new[] { 0, 0, 0, 0 }; buttonNumbers[0] = UnityEngine.Random.Range(0, 10); buttonNumbers[1] = UnityEngine.Random.Range(0, 10); do { buttonNumbers[1] = UnityEngine.Random.Range(0, 10); } while (buttonNumbers[1] == buttonNumbers[0]); buttonNumbers[2] = UnityEngine.Random.Range(0, 10); do { buttonNumbers[2] = UnityEngine.Random.Range(0, 10); } while (buttonNumbers[2] == buttonNumbers[0] || buttonNumbers[2] == buttonNumbers[1]); buttonNumbers[3] = UnityEngine.Random.Range(0, 10); do { buttonNumbers[3] = UnityEngine.Random.Range(0, 10); } while (buttonNumbers[3] == buttonNumbers[0] || buttonNumbers[3] == buttonNumbers[1] || buttonNumbers[3] == buttonNumbers[2]); string choice = ""; for (int i = 0; i < buttons.Length; i++) { string label = buttonNumbers[i].ToString(); choice += label; TextMesh buttonText = buttons[i].GetComponentInChildren <TextMesh>(); buttonText.text = label; } textOption = textOptions[UnityEngine.Random.Range(0, textOptions.Count)]; textDisplay.text = textOption.text; moduleIds = new List <int>(); for (int i = 0; i < textOptions.Count; i++) { if (textOptions[i].text == textOption.text && !moduleIds.Contains(textOptions[i].steam_id)) { moduleIds.Add(textOptions[i].steam_id); } } }
void OnActivate() { isActive = true; Debug.LogFormat("[Flavor Text #{0}] It's on.", _moduleId); textOption = textOptions[UnityEngine.Random.Range(0, textOptions.Count)]; textDisplay.text = textOption.text; if (textOption.text == "And here's the Countdown clock...") { Debug.LogFormat("[Flavor Text #{0}] It's looking for (Cruel) Countdown.", _moduleId); } else { Debug.LogFormat("[Flavor Text #{0}] It's looking for {1}.", _moduleId, textOption.name); } Debug.LogFormat("[Flavor Text #{0}] It said: {1}", _moduleId, textOption.text); Debug.LogFormat("[Flavor Text #{0}] Do you accept it?", _moduleId); for (int i = 0; i < buttons.Count(); i++) { int j = i; buttons[i].OnInteract += delegate() { OnPress(j); return(false); }; } }