Example #1
0
 public CustomEventData(StoryProgress index,
                        Func <IDisposable> initialize,
                        Action <bool> runningChanged = null)
 {
     Index           = index;
     _initialize     = initialize;
     _runningChanged = runningChanged;
 }
Example #2
0
 //    public Flag(StoryProgress c = StoryProgress.NONE,
 //                StoryProgress n = StoryProgress.NONE,
 //                bool p = false,
 //                bool q = false,
 //                bool r = false,
 //                bool s = false)
 //    {
 //        CurrentProgress = c;
 //        NewProgress = n;
 //        CompCleared = p;
 //        MechCleared = q;
 //        ElecCleared = r;
 //        PhoenixCleared = s;
 //    }
 public Flag()
 {
     CurrentProgress = StoryProgress.NONE;
     NewProgress = StoryProgress.NONE;
     CompCleared = false;
     MechCleared = false;
     ElecCleared = false;
     PhoenixCleared = false;
 }
Example #3
0
 public void CollectDynamite()
 {
     if (storyProgress == StoryProgress.FindDynamite)
     {
         currentDynamite++;
         currentDynamitTMP.text = currentDynamite.ToString();
         if (currentDynamite == requireDynamite)
         {
             showGameProgress.currentCanvas.enabled = false;
             storyProgress = StoryProgress.DestroyCaves;
         }
     }
 }
Example #4
0
    public Flag(StoryProgress c,
	            StoryProgress n,
	            bool p,
	            bool q,
	            bool r,
	            bool s)
    {
        CurrentProgress = c;
        NewProgress = n;
        CompCleared = p;
        MechCleared = q;
        ElecCleared = r;
        PhoenixCleared = s;
    }
Example #5
0
 public void DestroyCaves()
 {
     if (storyProgress == StoryProgress.DestroyCaves)
     {
         currentCaves++;
         currentCavesTMP.text = currentCaves.ToString();
         if (currentCaves == requireCaves)
         {
             showGameProgress.currentCanvas.enabled = false;
             storyProgress = StoryProgress.KillTheBoss;
             appearBossTimeline.Play();
             boss.SetActive(true);
         }
     }
 }
    public void StartChapter()
    {
        dialogManager = GameObject.Find("DialogManager").GetComponent <DialogManager>();
        storyProgress = GameObject.Find("StoryManager").GetComponent <StoryProgress>();

        //Activate all Chapter3's in every room
        GameObject[] Chapter3GOs = storyProgress.Chapter3GOs;
        foreach (GameObject Chapter3GO in Chapter3GOs)
        {
            Chapter3GO.SetActive(true);
        }


        // Disable all GO's that need to appear during quests
        C3_Epilog_BarPeople.SetActive(false);


        //Enable all GO's that need to appear during this chapter



        // Start Chapter3 intro
        FindObjectOfType <AudioManager>().ToggleCanPlayBackgroundMusic(false);
        blackScreen.SetActive(true);
        GameObject.Find("Utils").GetComponent <Utilities>().RespawnPlayer(C3_Intro_Spawn, false);
        blackScreen.GetComponent <Image>().color = new Color32(0, 0, 0, 255); //set it to black



        chapterScreen.SetActive(true);
        chapterText.text      = "Chapter 3";
        chapterQuoteText.text = "Life is a sum of all your choices. \n       ~ Albert Camus";
        StartCoroutine(FadeTextInAndOut(chapterText));
        StartCoroutine(FadeTextInAndOut(chapterQuoteText));
        GameObject.Find("Player").GetComponent <PlayerMovement>().ToggleCanMove(false);
        GameObject.Find("Player").GetComponent <PlayerAction>().ToggleCanInteract(false);
    }
 void Awake()
 {
     dialogManager = GameObject.Find("DialogManager").GetComponent <DialogManager>();
     storyProgress = GameObject.Find("StoryManager").GetComponent <StoryProgress>();
 }
Example #8
0
 public void AfterBossDead()
 {
     storyProgress = StoryProgress.End;
     finishBossTimeline.Play();
 }