public override void I_Activate() { FadeBehaviour.FB_Counter++; switch (K_Season) { case "Autumn": FadeBehaviour.FB_Autumn = true; break; case "Spring": FadeBehaviour.FB_Spring = true; break; case "Summer": FadeBehaviour.FB_Summer = true; break; case "Winter": FadeBehaviour.FB_Winter = true; break; } K_Dialogue = true; K_VGUI.V_Dialogue2 = true; K_VGUI.V_ShowThisDialogue("Obtained key. Returning to hub..."); K_SpriteRenderer.color = new Color(0.0f, 0.0f, 0.0f, 0.0f); gameObject.GetComponent <Collider2D>().enabled = false; AudioManager.instance.PlaySound("PickupKey"); }
public override void I_Activate() { if (FB_SceneName != "Home") { fadeOutToScene(); } else if (FB_SceneName == "Home" && FB_Counter == 4) { fadeOutToScene(); } else { FB_StartVGUITimer = true; FB_VGUI.V_Dialogue2 = true; FB_VGUI.V_ShowThisDialogue("I can't go back yet..."); } }
public override void I_Activate() { if (T_SceneName != "Home") { SceneManager.LoadScene(T_SceneName); } else if (T_SceneName == "Home" && T_Counter == 4) { SceneManager.LoadScene(T_SceneName); } else { T_StartVGUITimer = true; T_VGUI.V_Dialogue2 = true; T_VGUI.V_ShowThisDialogue("I can't go back yet..."); } }
private void Update() { if (N_ShowDialogue) { if (Input.GetKeyDown(KeyCode.N)) { N_DialogueCounter++; } if (Input.GetKeyDown(KeyCode.P)) { if (N_DialogueCounter > 1) { N_DialogueCounter--; } } switch (N_WhichDialogue) { case "Autumn": if (N_DialogueCounter == 1) { N_Dialogue = "Oh my god are you okay?"; } else if (N_DialogueCounter == 2) { N_Dialogue = "I’m so sorry those spiders came after you."; } else if (N_DialogueCounter == 3) { N_Dialogue = "By the way, you need to rake up all the leaves on the way home"; } else if (N_DialogueCounter == 4) { N_Dialogue = "I don’t want to hear any complaints from you now."; } else { NPC_EndDialogue(); } break; case "Winter": if (N_DialogueCounter == 1) { N_Dialogue = "Holy crap! I’ve never seen you glide like that!"; } else if (N_DialogueCounter == 2) { N_Dialogue = "What? Don’t tell me you didn’t have fun!"; } else if (N_DialogueCounter == 3) { N_Dialogue = "It was exhilarating getting over here."; } else if (N_DialogueCounter == 4) { N_Dialogue = "It’s like you enjoy being dull."; } else if (N_DialogueCounter == 5) { N_Dialogue = "Here take this if you wanna go home the safe way."; } else { NPC_EndDialogue(); } break; case "Summer": if (N_DialogueCounter == 1) { N_Dialogue = "Hey there!"; } else if (N_DialogueCounter == 2) { N_Dialogue = "Do you know how to get out of here?"; } else if (N_DialogueCounter == 3) { N_Dialogue = "I think the exit is here…"; } else if (N_DialogueCounter == 4) { N_Dialogue = "no there…"; } else if (N_DialogueCounter == 5) { N_Dialogue = "I honestly don’t know how to get out of here."; } else if (N_DialogueCounter == 6) { N_Dialogue = "It’s okay, getting lost is just a part of the journey."; } else if (N_DialogueCounter == 7) { N_Dialogue = "I went into the forest to get your old fishing rod and I found it just over here."; } else if (N_DialogueCounter == 8) { N_Dialogue = "We should try and find our way home now."; } else { NPC_EndDialogue(); } break; case "Spring": if (N_DialogueCounter == 1) { N_Dialogue = "What took you so long?"; } else if (N_DialogueCounter == 2) { N_Dialogue = "I’ve been waiting forever for you! "; } else if (N_DialogueCounter == 3) { N_Dialogue = "I’ve been stranded for a long time and I want to go home."; } else if (N_DialogueCounter == 4) { N_Dialogue = "Don’t look so tired, those logs were light."; } else if (N_DialogueCounter == 5) { N_Dialogue = "You can rest when we get home"; } else { NPC_EndDialogue(); } break; case "Parchment": if (N_DialogueCounter == 1) { N_Dialogue = "I left home a year ago to live on my own. It’s been tough leaving."; } else if (N_DialogueCounter == 2) { N_Dialogue = "The only good thing I can say is that I get a break from my family."; } else if (N_DialogueCounter == 3) { N_Dialogue = "My brother, god is he impulsive."; } else if (N_DialogueCounter == 4) { N_Dialogue = "Every single time he’s trying to force me to do something. "; } else if (N_DialogueCounter == 5) { N_Dialogue = "Weather it be forcing me to go out onto thin ice when we were kids,"; } else if (N_DialogueCounter == 6) { N_Dialogue = "or his obsession with trying to get me into electrical engineering."; } else if (N_DialogueCounter == 7) { N_Dialogue = "My sister can be insufferable at times."; } else if (N_DialogueCounter == 8) { N_Dialogue = "She believes the entire universe revolves around her."; } else if (N_DialogueCounter == 9) { N_Dialogue = "She never has any appreciation for the people who helped her."; } else if (N_DialogueCounter == 10) { N_Dialogue = "I had to get her off an island because she decided to grab a flower"; } else if (N_DialogueCounter == 11) { N_Dialogue = "and I didn't even get a thank you"; } else if (N_DialogueCounter == 12) { N_Dialogue = "I hope she remembers who helped get her business off the ground."; } else if (N_DialogueCounter == 13) { N_Dialogue = " I swear my mom expects the world of me."; } else if (N_DialogueCounter == 14) { N_Dialogue = "Nothing I ever do is good enough."; } else if (N_DialogueCounter == 15) { N_Dialogue = "In grade 11, I got a 95% GPA."; } else if (N_DialogueCounter == 16) { N_Dialogue = "She asked why her dearest wasn’t trying hard enough."; } else if (N_DialogueCounter == 17) { N_Dialogue = "I rake all the leaves get rid of all the spiders"; } else if (N_DialogueCounter == 18) { N_Dialogue = "and I’m not working hard enough."; } else if (N_DialogueCounter == 19) { N_Dialogue = "My father wasn’t much of a role model either."; } else if (N_DialogueCounter == 20) { N_Dialogue = "He never had any direction in his life."; } else if (N_DialogueCounter == 21) { N_Dialogue = "My father wasn’t much of a role model either."; } else if (N_DialogueCounter == 22) { N_Dialogue = "He bounced between jobs and was uncertain of his future."; } else if (N_DialogueCounter == 23) { N_Dialogue = "How do you get career advice from someone "; } else if (N_DialogueCounter == 24) { N_Dialogue = "who never had a stable career."; } else if (N_DialogueCounter == 25) { N_Dialogue = "He even got lost on a fishing trip once."; } else if (N_DialogueCounter == 26) { N_Dialogue = " I had to go through the forest to find him."; } else if (N_DialogueCounter == 27) { N_Dialogue = "Getting away from them has been a good change but…"; } else if (N_DialogueCounter == 28) { N_Dialogue = "I miss them"; } else { NPC_EndDialogue(); } break; case "RevMom": if (N_DialogueCounter == 1) { N_Dialogue = " I never knew you felt this way."; } else if (N_DialogueCounter == 2) { N_Dialogue = "I always assumed I was encouraging you to be the best you can be."; } else if (N_DialogueCounter == 3) { N_Dialogue = "I should have realised how much hard work you’ve put in"; } else if (N_DialogueCounter == 4) { N_Dialogue = "and how much you’ve accomplished."; } else if (N_DialogueCounter == 5) { N_Dialogue = "You’re strong and capable."; } else if (N_DialogueCounter == 6) { N_Dialogue = "I love the adult you’ve grown up to be."; } else if (N_DialogueCounter == 7) { N_Dialogue = "I’m sorry"; } else { NPC_EndDialogue(); } break; case "RevDad": if (N_DialogueCounter == 1) { N_Dialogue = "I know I’m not much of a role model."; } else if (N_DialogueCounter == 2) { N_Dialogue = "I’ve haven't quite figured out what job truly makes me happy yet."; } else if (N_DialogueCounter == 3) { N_Dialogue = "I want you to be your own guide and find your own future."; } else if (N_DialogueCounter == 4) { N_Dialogue = "When you find what makes you truly happy you’ll never have to worry about work."; } else if (N_DialogueCounter == 5) { N_Dialogue = "I’m sorry"; } else { NPC_EndDialogue(); } break; case "RevSister": if (N_DialogueCounter == 1) { N_Dialogue = "I should’ve been more thankful for your help."; } else if (N_DialogueCounter == 2) { N_Dialogue = "I just get so wrapped up with what's happening in my life"; } else if (N_DialogueCounter == 3) { N_Dialogue = "that I forgot how much you’ve helped me."; } else if (N_DialogueCounter == 4) { N_Dialogue = "I know I can be selfish, but I’m trying to change."; } else if (N_DialogueCounter == 5) { N_Dialogue = "For what it’s worth, pushing those logs to rescue me was genius."; } else if (N_DialogueCounter == 6) { N_Dialogue = "I’m sorry"; } else { NPC_EndDialogue(); } break; case "RevBrother": if (N_DialogueCounter == 1) { N_Dialogue = " I never wanted you to feel like I was forcing you."; } else if (N_DialogueCounter == 2) { N_Dialogue = "I just wanted to spend time with you."; } else if (N_DialogueCounter == 3) { N_Dialogue = "I wanted you to get into electrical engineering because"; } else if (N_DialogueCounter == 4) { N_Dialogue = "I wanted to be able to spend my time in university with you"; } else if (N_DialogueCounter == 5) { N_Dialogue = "I’m not ready to be alone."; } else if (N_DialogueCounter == 6) { N_Dialogue = "I should let you choose your own path."; } else if (N_DialogueCounter == 7) { N_Dialogue = "I’m sorry"; } else { NPC_EndDialogue(); } break; } N_VGUI.V_ShowThisDialogue(N_Dialogue); } }