Example #1
0
    //Select an idle state
    //Cycle through all avaivable IdleStates until the default is hit
    void NextIdleState()
    {
        if (idleState == ReactionCategory.Positive)
        {
            idleState = ReactionCategory.Nuetral;
        }
        else if (idleState == ReactionCategory.Nuetral)
        {
            idleState = ReactionCategory.Negative;
        }
        else if (idleState == ReactionCategory.Negative)
        {
            idleState = ReactionCategory.AFK;
        }
        else if (idleState == ReactionCategory.AFK)
        {
            idleState = ReactionCategory.AFK;
        }
        else
        {
            idleState = ReactionCategory.Nuetral;
        }

        boredumLevelTimer = timeUntilNextBoredumLevel;
    }
Example #2
0
    void ChooseAReaction(ReactionType rt, ReactionCategory rc)
    {
        VoiceLine tempReaction = reactions[Random.Range(0, reactions.Length)];

        if (tempReaction == currentReaction)
        {
            ChooseAReaction(rt, rc);
        }
        else
        {
            currentReaction = tempReaction;
        }

        boredumLevelTimer = (rt == ReactionType.Event) ? timeUntilNextBoredumLevel : boredumLevelTimer;

        currentReaction.spriteSheet.animationFinished = false;
        currentReaction.spriteSheet.index             = 0;
        currentReaction.audio.audioStarted            = false;
        currentReaction.audio.audioFinished           = false;
        currentReaction.text.subtitlesFinished        = false;
        currentReaction.text.subtitleTimer            = 0;

        speakingState = (rt == ReactionType.Event) ? SpeakingState.Speaking : SpeakingState.IdleSpeaking;

        /*foreach (VoiceLine vl in reactions)
         * {
         *  vl.tried = false;
         * }*/
    }
Example #3
0
 //Used for Unity Event, attach to any Negative Tank Event
 public void ReactNegatively()
 {
     // If a speaking event is not currently active, choose a random negative reaction
     if (speakingState != SpeakingState.Speaking)
     {
         ChooseAReaction(ReactionType.Event, ReactionCategory.Negative);
         idleState = ReactionCategory.Negative;
     }
 }