Example #1
0
        public IEnumerator ShopkeeperRoutine()
        {
            Game.Setup.RewardTab.gameObject.SetActive(false);
            Game.Setup.EquipmentTab.gameObject.SetActive(false);
            Game.Setup.ShopFader.gameObject.SetActive(true);

            Game.Setup.Dialogue.Text.Clear();
            yield return(new WaitForSeconds(0.5f));

            Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, "Hay there, Adventurer!");
            yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput()));

            Game.Setup.Dialogue.Text.Clear();
            yield return(new WaitForSeconds(0.25f));

            if (Game.State.Player.BagCapacity > 0)
            {
                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, "What do you have for me?");
            }
            else
            {
                int rand = Random.Range(0, 2);
                Game.Setup.TalkingToCharacterShake.PlayShake(1.0f);
                if (rand == 0)
                {
                    Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle2, "BUY MY STUFF!!!");
                }
                else if (rand == 1)
                {
                    Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle2, "I DROPPED MY GLASSES!!!");
                }
            }

            yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput()));

            Game.Setup.Dialogue.Text.Clear();

            if (Game.State.Player.BagCapacity > 0)
            {
                Game.Setup.EquipmentTab.gameObject.SetActive(false);
                Game.Setup.RewardTab.gameObject.SetActive(true);

                Game.Setup.RewardGraphic.gameObject.SetActive(false);
                Game.Setup.RewardDetails.gameObject.SetActive(false);

                foreach (float time in new TimedLoop(0.5f))
                {
                    Game.Setup.ShopFader.alpha = time;
                    yield return(null);
                }

                foreach (var item in Game.State.Player.Bag)
                {
                    Game.Setup.RewardGraphic.sprite    = item.Key.IconGraphic;
                    Game.Setup.RewardQuantity.text     = $"x{item.Value}";
                    Game.Setup.RewardValueCounter.text = $"${item.Key.CurrencyValue}";

                    foreach (var text in Game.Setup.RewardName)
                    {
                        text.text = item.Key.DisplayName;
                    }

                    Game.Setup.RewardGraphic.gameObject.SetActive(false);
                    Game.Setup.RewardDetails.gameObject.SetActive(false);
                    Game.Setup.RewardStarPool.Flush();

                    yield return(new WaitForSeconds(0.35f));

                    AudioManager.Play(Game.Setup.UIAppearSound);
                    Game.Setup.RewardGraphic.gameObject.SetActive(true);

                    yield return(new WaitForSeconds(0.35f));

                    AudioManager.Play(Game.Setup.UIAppearSound);
                    Game.Setup.RewardDetails.gameObject.SetActive(true);

                    yield return(new WaitForSeconds(0.35f));

                    for (int i = 0; i < item.Key.StarRating; i++)
                    {
                        AudioManager.Play(Game.Setup.StarAppearSound);
                        yield return(new WaitForSeconds(0.1f));

                        Game.Setup.RewardStarPool.Grab(Game.Setup.RewardStarHolder);
                    }

                    while (true)
                    {
                        if (Input.GetKeyDown(KeyCode.C) ||
                            Input.GetKeyDown(KeyCode.X))
                        {
                            break;
                        }
                        yield return(null);
                    }
                    yield return(null);

                    Game.State.Player.Money     += item.Key.CurrencyValue * item.Value;
                    Game.Setup.CurrencyText.text = $"${Game.State.Player.Money}";

                    if (Game.Setup.CollectSound != null)
                    {
                        AudioManager.Play(Game.Setup.CollectSound);
                    }
                }
                Game.State.Player.Bag.Clear();
            }
            else
            {
                foreach (float time in new TimedLoop(0.5f))
                {
                    Game.Setup.ShopFader.alpha = time;
                    yield return(null);
                }
            }
            yield return(null);

            Game.Setup.RewardTab.gameObject.SetActive(false);
            Game.Setup.EquipmentTab.gameObject.SetActive(true);

            int currentlySelectedShopItem = 0;

            while (true)
            {
                if (Input.GetKeyDown(KeyCode.X))
                {
                    AudioManager.Play(Game.Setup.NudgeSound);
                    break;
                }
                else if (Input.GetKeyDown(KeyCode.C))
                {
                    AudioManager.Play(Game.Setup.NudgeSound);

                    var equipment      = Game.Setup.Equipment[currentlySelectedShopItem];
                    var equipmentState = Game.State.Player.Equipment[equipment.Identifier];

                    if (equipment.Levels.Length == equipmentState.Level)
                    {
                        // Equipment is at max level
                    }
                    else
                    {
                        var nextLevelData = equipment.Levels[equipmentState.Level];
                        if (nextLevelData.Cost <= Game.State.Player.Money)
                        {
                            // Can afford to purchase
                            for (int i = 0; i < Game.Setup.Equipment.Length; i++)
                            {
                                var otherEquipment      = Game.Setup.Equipment[i];
                                var otherEquipmentState = Game.State.Player.Equipment[otherEquipment.Identifier];

                                otherEquipmentState.Renderer.Background.color
                                    = otherEquipmentState.Renderer.NormalBackgroundColor;
                            }

                            Game.Setup.Dialogue.Text.Clear();
                            yield return(new WaitForSeconds(0.5f));

                            if (equipmentState.Level == 0)
                            {
                                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, $"Would you like to buy my {equipment.DisplayName.ToUpper()}?");
                            }
                            else
                            {
                                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, $"Would you like me to upgrade your {equipment.DisplayName.ToUpper()}?");
                            }
                            yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput(waitOnceComplete: false)));

                            var popup = new StateMachinePopup(Game);
                            yield return(null);

                            yield return(StartCoroutine(popup.StateRoutine(
                                                            new PopupOptionText()
                            {
                                Display = "Yes",
                                DefaultSelection = false
                            },
                                                            new PopupOptionText()
                            {
                                Display = "No",
                                DefaultSelection = true
                            }
                                                            )));

                            yield return(new WaitForSeconds(0.25f));

                            Game.Setup.Dialogue.Text.Clear();

                            if (popup.FinalSelected != null &&
                                popup.FinalSelected.Display == "Yes")
                            {
                                equipmentState.Level++;
                                Game.State.Player.Money     -= nextLevelData.Cost;
                                Game.Setup.CurrencyText.text = $"${Game.State.Player.Money}";

                                AudioManager.Play(equipment.UpgradeSound);

                                yield return(new WaitForSeconds(0.8f));
                            }

                            for (int i = 0; i < Game.Setup.Equipment.Length; i++)
                            {
                                var otherEquipment      = Game.Setup.Equipment[i];
                                var otherEquipmentState = Game.State.Player.Equipment[otherEquipment.Identifier];

                                otherEquipmentState.Renderer.Background.color
                                    = i == currentlySelectedShopItem
                                                                        ? otherEquipmentState.Renderer.SelectedBackgroundColor
                                                                        : otherEquipmentState.Renderer.NormalBackgroundColor;
                            }
                        }
                        else
                        {
                            // Cannot afford to purchase
                            AudioManager.Play(Game.Setup.NoSound);
                        }
                    }
                }

                if (Input.GetKeyDown(KeyCode.S))
                {
                    currentlySelectedShopItem++;
                    if (currentlySelectedShopItem >= Game.Setup.Equipment.Length)
                    {
                        currentlySelectedShopItem = 0;
                    }
                    AudioManager.Play(Game.Setup.NudgeSound);
                }
                else if (Input.GetKeyDown(KeyCode.W))
                {
                    currentlySelectedShopItem--;
                    if (currentlySelectedShopItem < 0)
                    {
                        currentlySelectedShopItem = Game.Setup.Equipment.Length - 1;
                    }
                    AudioManager.Play(Game.Setup.NudgeSound);
                }

                for (int i = 0; i < Game.Setup.Equipment.Length; i++)
                {
                    var equipment      = Game.Setup.Equipment[i];
                    var equipmentState = Game.State.Player.Equipment[equipment.Identifier];

                    equipmentState.Renderer.Background.color
                        = i == currentlySelectedShopItem
                                                ? equipmentState.Renderer.SelectedBackgroundColor
                                                : equipmentState.Renderer.NormalBackgroundColor;
                }

                yield return(null);
            }

            Game.Setup.Dialogue.Text.Clear();
            yield return(new WaitForSeconds(0.5f));

            Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, "Take care out there!");
            yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput()));

            foreach (float time in new TimedLoop(0.5f))
            {
                Game.Setup.ShopFader.alpha = 1.0f - time;
                yield return(null);
            }
        }
Example #2
0
        public IEnumerator BoulderInteractionRoutine()
        {
            string rarity = Game.Setup.RarityMap.GetTile(Game.Setup.PlayerPrefab.FacingTile).name;

            int removalCost;

            if (rarity == "rarity-2")
            {
                removalCost = 50;
            }
            else if (rarity == "rarity-3")
            {
                removalCost = 100;
            }
            else if (rarity == "rarity-4")
            {
                removalCost = 150;
            }
            else if (rarity == "rarity-5")
            {
                removalCost = 200;
            }
            else
            {
                removalCost = 250;
            }

            Game.Setup.InteractionShop.gameObject.SetActive(true);
            Game.Setup.InteractionShopCurrencyText.text = $"${Game.State.Player.Money}";

            if (Game.State.Player.Money >= removalCost)
            {
                Game.Setup.Dialogue.Text.Clear();
                yield return(new WaitForSeconds(0.5f));

                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, $"Would you like me to remove this boulder for ${removalCost}?");

                yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput(waitOnceComplete: false)));

                var popup = new StateMachinePopup(Game);
                yield return(null);

                yield return(StartCoroutine(popup.StateRoutine(
                                                new PopupOptionText()
                {
                    Display = "Yes",
                    DefaultSelection = false
                },
                                                new PopupOptionText()
                {
                    Display = "No",
                    DefaultSelection = true
                }
                                                )));

                yield return(new WaitForSeconds(0.25f));

                Game.Setup.Dialogue.Text.Clear();

                if (popup.FinalSelected != null &&
                    popup.FinalSelected.Display == "Yes")
                {
                    Game.State.Player.Money -= removalCost;
                    Game.Setup.InteractionShopCurrencyText.text = $"${Game.State.Player.Money}";

                    AudioManager.Play(Game.Setup.BoulderBreak);

                    yield return(new WaitForSeconds(0.25f));

                    AudioManager.Play(Game.Setup.BoulderBreak);

                    Game.Setup.PlayerPrefab.decorationLayer.SetTile(Game.Setup.PlayerPrefab.FacingTile, null);

                    yield return(new WaitForSeconds(0.8f));
                }
            }
            else
            {
                Game.Setup.Dialogue.Text.Clear();
                yield return(new WaitForSeconds(0.25f));

                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, $"It will cost you ${removalCost} to remove that boulder.");
                yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput()));

                Game.Setup.Dialogue.Text.Clear();
                yield return(new WaitForSeconds(0.25f));

                Game.Setup.Dialogue.Text.SetText(Game.Setup.IntroStyle1, $"Try again when you have enough money.");
                yield return(StartCoroutine(Game.Setup.Dialogue.WaitForUserInput()));
            }
            Game.Setup.InteractionShop.gameObject.SetActive(false);
        }