/*--------------------------------------------------------------------------------------*/ /* */ /* SteerConversationTimer: Player steers conversation for x seconds */ /* param: float seconds - how many seconds the function waits for */ /* */ /*--------------------------------------------------------------------------------------*/ IEnumerator SteerConversationTimer(float seconds) { // Makes the player keep click until the number of seconds is done yield return(new WaitForSeconds(seconds)); // Checks if conversation steerer reached 0 [This can change easily] if (conversation.GetComponent <Conversation>().conversationSteerer.value == 0) { // If the conversatin takes a bad turn a friend's suspicion is raised m_FriendReference.RaiseSuspicion(); // We are done with the conversation steering slider so we hide it conversation.transform.localScale = m_Hide; // We no longer want the slider to move conversation.GetComponent <Conversation>().startSlider = false; // We are no longer attempting to steer a conversation steerConversation = false; // Sets a new starting comfort level in the case of a failure conversation.GetComponent <Conversation> ().SetComfortlevel(0.5f); // These are put in place to make the movement from the failure state appear seemless if (conversationPasses[2]) { currentLine = 32; } else if (conversationPasses[1]) { currentLine = 24; } else if (conversationPasses[0]) { currentLine = 10; } } /*-------------------This happens if we succeed---------------------------------*/ // We are done with the conversation steering slider so we hide it conversation.transform.localScale = m_Hide; // We no longer want the slider to move conversation.GetComponent <Conversation>().startSlider = false; // Rewards the player for perfroming well. The next conversation will be 50% easier based on how they perfromed comfortLevelReference = comfortLevelReference * 1.5f; // We are no longer attempting to steer a conversation steerConversation = false; }