Example #1
0
    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...");
     }
 }
Example #3
0
 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...");
     }
 }
Example #4
0
    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);
        }
    }