Example #1
0
    public void InterpretVisualMessage(string code)
    {
        if (VisualCommunicationController.flagCodes.TryGetValue(code, out VisualMessage value))
        {
            int reaction = GetMessageReaction(code);

            if (reaction == 0) //Positive response to tension
            {
                GameManager.isAlly = false;
                gameManager.DecreaseTension(1f, false);
            }
            else if (reaction == 1) //Negative response to tension
            {
                GameManager.isAlly = false;
                timeLineController.AddNewEvent(5f, TimeLineController.TimeEventType.BOMB);
                timeLineController.doAttack = false;
                gameManager.IncreaseTension(1f, false);
            }
            else //Neutral response to tension
            {
            }
            visualController.ManageVisualFeedback();
        }
        else //Non-existent message
        {
            //Debug.Log("THIS MESSAGE IS NON-SENSE!");
        }
        visualController.playerMessage = "";
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.R))
        {
            timeLineController.AddNewEvent(5f, TimeLineController.TimeEventType.BOMB);
        }
        if (Input.GetKeyDown(KeyCode.T))
        {
            timeLineController.AddNewEvent(6f, TimeLineController.TimeEventType.FREQUENCY);
        }
        if (Input.GetKeyDown(KeyCode.Y))
        {
            timeLineController.AddNewEvent(5f, TimeLineController.TimeEventType.RADIO);
        }
        if (Input.GetKeyDown(KeyCode.U))
        {
            timeLineController.AddNewEvent(10f, TimeLineController.TimeEventType.VISUAL);
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            currentScreen = Screens.GLASS;
            GoToVisualRoom(true);
            Debug.Log("IN VISUAL ROOM");
        }

        if (Input.GetKeyDown(KeyCode.W))
        {
            currentScreen = Screens.RADIO;
            GoToRadio(true);
            Debug.Log("IN RADIO");
        }

        if (Input.GetKeyDown(KeyCode.Q))
        {
            currentScreen = Screens.CALIBRATE;
            GoToCalibrate(true);
            Debug.Log("IN CALIBRATION");
        }

        if (Input.GetKeyDown(KeyCode.I))
        {
            currentScreen = Screens.REPAIR;
            GoToRepair(true);
            Debug.Log("IN REPAIR");
        }
        //if (Input.GetKeyDown(KeyCode.A))
        //{
        //    GameManager.currentTension = Tension.PEACEFUL;
        //}
        //if (Input.GetKeyDown(KeyCode.S))
        //{
        //    GameManager.currentTension = Tension.LOW;
        //}
        //if (Input.GetKeyDown(KeyCode.D))
        //{
        //    GameManager.currentTension = Tension.MEDIUM;
        //}
        //if (Input.GetKeyDown(KeyCode.F))
        //{
        //    GameManager.currentTension = Tension.DANGER;
        //}
        //if (Input.GetKeyDown(KeyCode.G))
        //{
        //    GameManager.currentTension = Tension.THREAT;
        //}
    }