void Start() { GiftButterKnife = GameObject.Find("GiftButterKnife"); GrassContainer = GameObject.Find("GrassContainer"); GiftAxe = GameObject.Find("GiftAxe"); TreeTrigger = GameObject.Find("TreeTrigger").GetComponent <PromptedTrigger>(); HouseContainer = GameObject.Find("HouseContainer"); Song.Play("Overworld"); ExitTrigger.TriggerEnter += ExitTriggered; HouseTrigger.Accepted += HouseAccepted; HouseTrigger.Entered += HouseEntered; HouseTrigger.Exited += HouseExited; if (Story.Flags.Contains("ButterKnifeGet") || Game.CurrentDay != 0) { GiftButterKnife.SetActive(false); } if (Story.Flags.Contains("Grass3") || Game.CurrentDay != 0) { GrassContainer.SetActive(false); } if (Game.Inventory.Contains("Axe")) { GiftAxe.SetActive(false); } if (Game.CurrentDay != 2) { GiftAxe.SetActive(false); } else { TreeTrigger.Accepted += async(object source, bool hit) => { treeHitCount += 1; if (treeHitCount == 1) { Story.Flags.Add("Tree1"); _ = Dialogue.Single(new TextBoxModel( text: "Nice hit! Keep going!", speaker: $"{Story.Narrator}" )); } if (treeHitCount == 4) { Story.Flags.Add("Tree2"); _ = Dialogue.Single(new TextBoxModel( text: "Okay I know what you're thinking. \"This tree is going to fall onto my house.\" Well you're wrong. I'm an expert trust me.", speaker: $"{Story.Narrator}" )); } if (treeHitCount == 9) { TreeTrigger.Deactivate(); HouseContainer.GetComponent <Animator>().SetInteger("State", 2); Story.Flags.Add("Tree3"); Song.ChangePitch(0f, 0.5f); HouseTrigger.gameObject.SetActive(false); await Dialogue.Single(new TextBoxModel( text : "Oh!", speaker : $"{Story.Narrator}" )); await new WaitForSeconds(2.5f); Story.Flags.Add("Tree4"); await Dialogue.Single(new TextBoxModel( text : "...", speaker : $"{Story.Narrator}" )); await new WaitForSeconds(2.5f); Story.Flags.Add("Tree5"); Song.ChangePitch(1f, 0.125f); var textBox = await Dialogue.Begin(new TextBoxModel( text : "Oh well!", speaker : $"{Story.Narrator}" )); Story.Flags.Add("Tree6"); await Dialogue.Next(textBox, new TextBoxModel( text : "It was kind of an eye sore anyways.", speaker : $"{Story.Narrator}" )); Story.Flags.Add("Tree7"); await Dialogue.End(textBox, new TextBoxModel( text : "I think that's enough for now anyways. Thanks for being such a good listener :)", speaker : $"{Story.Narrator}" )); await new WaitForSeconds(0.5f); await Game.LoadAsync("End", Prefabs.Get <SceneTransition>("FadeSceneTransition")); } else if (treeHitCount < 9) { HouseContainer.GetComponent <Animator>().SetInteger("State", 1); await new WaitForUpdate(); HouseContainer.GetComponent <Animator>().SetInteger("State", -1); } }; } }
private async void TriggerAccepted(object source, bool hit) { animator.SetInteger("State", 1); promptedTrigger.Deactivate(); }