Exemple #1
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    public override void PlayEvent()
    {
        Text       = "You still have work to do. Chop chop.";
        EventActor = Actors.AI_Alinna();

        NewChoice("[diligent] affirmative.");
    }
Exemple #2
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    public override void PlayEvent()
    {
        Text       = "You just woke up. Come on little dancer, we have work to do.";
        EventActor = Actors.AI_Alinna();

        NewChoice("[sleepy] affirmative.");
    }
Exemple #3
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    public override void PlayEvent()
    {
        Text       = "Thank you for your services.";
        EventActor = Actors.AI_Alinna();

        NewContinueChoice();
    }
    public override void StartEvent()
    {
        Text = "Alinna: I've opened the door for you.";
        ConversationActor = Actors.AI_Alinna();

        AddAffirmativeChoice();
    }
Exemple #5
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    public override void PlayEvent()
    {
        Text       = "By HeliOS above, hurry!";
        EventActor = Actors.AI_Alinna();

        NewChoice("[hurried] affirmative.");
    }
Exemple #6
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    public override void StartEvent()
    {
        Text = "Thank you for your services";
        ConversationActor = Actors.AI_Alinna();

        AddContinueChoice();
    }
Exemple #7
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    public override void PlayEvent()
    {
        Text       = "HeliOS thanks you for your diligent service, my little Taango. Now. Rest. You've worked so hard.";
        EventActor = Actors.AI_Alinna();

        NewContinueChoice();
    }
Exemple #8
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    public override void PlayEvent()
    {
        Text       = "I've opened the door for you. Hurry along now.";
        EventActor = Actors.AI_Alinna();

        NewAffirmativeChoice();
    }
Exemple #9
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    public override void StartEvent()
    {
        Text = "You still have work to do. Chop chop. ";
        ConversationActor = Actors.AI_Alinna();

        NewEventChoice("[diligent] affirmative.");
    }
Exemple #10
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    public override void PlayEvent()
    {
        Text       = "Alinna locks door A behind you, some silly excuse. Tensions rising.";
        EventActor = Actors.AI_Alinna();

        NewContinueChoice();
    }
Exemple #11
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    public override void StartEvent()
    {
        Text = "This is your Home Station, where the trash goes and you live.";
        ConversationActor = Actors.AI_Alinna();
        Story.CloseEvent();

        if (State.State_Capsules_A == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Capsules_A_1>();
        }
        else if (State.State_Headset == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Headset_1>();
        }
        else if (State.State_Phone_A_Scott == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Phone_A_Scott_1>();
        }
        else if (State.State_Capsules_B == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Capsules_B_1>();
        }
        else if (State.State_Phone_B_Jen == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Phone_B_Jen_1>();
        }
        else if (State.State_Vape == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Vape_1>();
        }
        else if (State.IntroState == E_IntroState.Psycho)
        {
            Story.AddEvent <BaseStation_Dispose_Vacuum_1>();
        }
    }
Exemple #12
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    public override void StartEvent()
    {
        Text = "Alinna locks door A behind you, some silly excuse. Tensions rising.";
        ConversationActor = Actors.AI_Alinna();

        AddContinueChoice();

        // Text = "Dummy";
        // ConversationActor = Actors.AI_Fridge();

        // switch (State.FridgeState)
        // {
        //     case E_FridgeState.FirstInteract:
        //         Story.AddEvent<Fridge_A_1>();
        //         break;
        //     case E_FridgeState.AccessUnlocked:
        //         Story.AddEvent<Fridge_B_1_Access_Menu>();
        //         break;
        //     default:
        //         Debug.Log("Didn't Implement: " + State.FridgeState.ToString());
        //         break;
        // }

        // Story.CloseEvent();
    }
Exemple #13
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    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();

        if (State.IntroState == E_AlinnaState.PsychoAIRevealed && State.Door_B_State != E_DoorState.ShutHard)
        {
            Text = "I can tell your battery is getting low. \n\nPlease proceed to your charging station.";

            State.Door_B_State = E_DoorState.ShutHard;

            {
                var choice = NewChoice("affirmative.");
                choice.OnChoiceSelected += (Choice c) =>
                {
                };
            }
        }
        else if (State.Door_B_State == E_DoorState.Unlocked)
        {
            Text = "Dummy Text.";
            StoryManager.CloseCurrentEvent();
            State.Door_B_State = E_DoorState.Open;
        }
        else
        {
            Text = "Dummy Text.";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #14
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    // What happens when this event is played
    public override void PlayEvent()
    {
        // The UI skin (and ~portrait~) of this event is set to that of Alinna.
        // Check out Assets/StoryTools/Core/Actors.cs for a list of all available actors
        EventActor = Actors.AI_Alinna();

        // Normally you could just add some choices and be done with it, this door is special though
        // It first checks what the state of the story is, then changes what the event reads and what choices to display

        // Ask the "State" (where all StoryState is being stored) if Door_A is currently locked (by default it is)
        if (State.Door_A_State == E_DoorState.Locked)
        {
            // If it's locked, the event text becomes:
            Text = "I don’t think you’re done yet.";

            // And add a single choice button to this event, it does nothing it just reads this text
            NewChoice("[sad] affirmative.");
        }
        // Is the door ShutHard (happens at the end of the game where doors close after you go through them)
        else if (State.Door_A_State == E_DoorState.ShutHard)
        {
            // Change the text
            Text = "Just hurry.";
            // Adds a preset Choice text
            NewContinueChoice();
        }
        else
        {
            // Should no longer be interactable
            Text = "...";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #15
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    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();

        if (State.IntroState == E_AlinnaState.PsychoAIRevealed && State.Door_A_State != E_DoorState.ShutHard)
        {
            Text = "I need you to listen to me.\n\nFor the both of us.";

            State.Door_A_State = E_DoorState.ShutHard;

            {
                var choice = NewChoice("[...] acknowledged.");
                choice.OnChoiceSelected += (Choice c) =>
                {
                };
            }
        }
        else if (State.Door_A_State == E_DoorState.Unlocked)
        {
            // Instantly close the current event and set the door to be opened
            Text = "...";
            StoryManager.CloseCurrentEvent();
            State.Door_A_State = E_DoorState.Open;
        }
        else
        {
            // Instantly close the current event
            Text = "...";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #16
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    public override void StartEvent()
    {
        ConversationActor = Actors.AI_Alinna();

        if (State.IntroState == E_IntroState.Psycho && State.Door_B_State != E_DoorState.ShutHard)
        {
            Text = "I can tell your battery is getting low. \n\nPlease proceed to your charging station.";

            State.Door_B_State = E_DoorState.ShutHard;

            {
                var choice = NewEventChoice();
                choice.Text              = "ACKNOWLEDGED";
                choice.OnChoiceSelected += (Choice c) => {
                };
            }
        }
        else if (State.Door_B_State == E_DoorState.Unlocked)
        {
            Text = "Dummy Text.";
            Story.CloseEvent();
            State.Door_B_State = E_DoorState.Open;
        }
        else
        {
            Text = "Dummy Text.";
            Story.CloseEvent();
        }
    }
Exemple #17
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    public override void StartEvent()
    {
        Text = "You just woke up. Come on little dancer, we have work to do.";
        ConversationActor = Actors.AI_Alinna();

        NewEventChoice("[sleepy] affirmative.");
    }
Exemple #18
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    public override void StartEvent()
    {
        Text = "Alinna thanks you for your hard work. The police show up. You get yeeted.";
        ConversationActor = Actors.AI_Alinna();

        AddContinueChoice();

        // Text = "Dummy";
        // ConversationActor = Actors.AI_Fridge();

        // switch (State.FridgeState)
        // {
        //     case E_FridgeState.FirstInteract:
        //         Story.AddEvent<Fridge_A_1>();
        //         break;
        //     case E_FridgeState.AccessUnlocked:
        //         Story.AddEvent<Fridge_B_1_Access_Menu>();
        //         break;
        //     default:
        //         Debug.Log("Didn't Implement: " + State.FridgeState.ToString());
        //         break;
        // }

        // Story.CloseEvent();
    }
Exemple #19
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    public override void StartEvent()
    {
        ConversationActor = Actors.AI_Alinna();

        if (State.IntroState == E_IntroState.Psycho && State.Door_A_State != E_DoorState.ShutHard)
        {
            Text = "I need you to listen to me.\n\nFor both of us.";

            State.Door_A_State = E_DoorState.ShutHard;

            {
                var choice = NewEventChoice();
                choice.Text              = "... ... ACKNOWLEDGED";
                choice.OnChoiceSelected += (Choice c) => {
                };
            }
        }
        else if (State.Door_A_State == E_DoorState.Unlocked)
        {
            Text = "Dummy Text.";
            Story.CloseEvent();
            State.Door_A_State = E_DoorState.Open;
        }
        else
        {
            Text = "Dummy Text.";
            Story.CloseEvent();
        }
    }
Exemple #20
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    public override void StartEvent()
    {
        Text = "By heliOS, hurry!";
        ConversationActor = Actors.AI_Alinna();

        NewEventChoice("[hurried] affirmative.");
    }
Exemple #21
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    public override void StartEvent()
    {
        Text = "This is your Home Station, where the trash goes and you live.";
        ConversationActor = Actors.AI_Alinna();
        Story.CloseEvent();

        if (State.State_Capsules_A == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Capsules_A_1>();
        }
        else if (State.State_Headset == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Headset_1>();
        }
        else if (State.State_Phone_A_Scott == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Phone_A_Scott_1>();
        }
        else if (State.State_Capsules_B == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Capsules_B_1>();
        }
        else if (State.State_Phone_B_Jen == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Phone_B_Jen_1>();
        }
        else if (State.State_Vape == E_ThrowawayState.PickedUp)
        {
            Story.AddEvent <BaseStation_Dispose_Vape_1>();
        }
        else if (State.IntroState == E_IntroState.Psycho)
        {
            Story.AddEvent <BaseStation_Dispose_Vacuum_1>();
        }
        else
        {
            switch (State.CleanupState)
            {
            case E_CleanupState.LivingRoom:
                Story.AddEvent <BaseStation_Go_Find_Trash_Livingroom>();
                break;

            case E_CleanupState.Bedroom:
                Story.AddEvent <BaseStation_Go_Find_Trash_Bedroom>();
                break;

            case E_CleanupState.Bathroom:
                Story.AddEvent <BaseStation_Go_Find_Trash_Bathroom>();
                break;

            case E_CleanupState.Done:
                Debug.LogError("This should not be encountered.");
                break;

            default:
                break;
            }
        }
    }
Exemple #22
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    public override void PlayEvent()
    {
        Text       = "You've made me very proud. The police will be here shortly, but they won't ever suspect us.";
        EventActor = Actors.AI_Alinna();

        var choice = NewChoice("[...] affirmative.");

        choice.AddNextEvent <Alinna_End_2>();
    }
Exemple #23
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    public override void PlayEvent()
    {
        Text       = "Good. Now go dig your nose into some dusty corners instead of places were it doesn't belong.\n\nYou can do it!";
        EventActor = Actors.AI_Alinna();

        {
            var choice = NewChoice("[hurt] affirmative.");
        }
    }
Exemple #24
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    public override void PlayEvent()
    {
        Text       = "Perfect. I have the chores for today. Nothing crazy.\n\nPlease clean the trash from the livingroom. I will get back to you once you’re done.";
        EventActor = Actors.AI_Alinna();

        {
            var choice = NewChoice("[excited] affirmative.");
        }
    }
    public override void StartEvent()
    {
        Text = "You have nothing to worry about. Your list is completed.\nCongratulations.\nGo, rest already. Don’t want to have a half-charged Taango moving about.";
        ConversationActor = Actors.AI_Alinna();

        {
            var choice = NewEventChoice("[glad] affirmative.");
        }
    }
Exemple #26
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    public override void StartEvent()
    {
        Text = "I like your energy, but there is still enough to do. You have an important task here. \nI’m trusting you. Quickly clear you container at the home station.\nThis last room will be a tricky one. But you might have what it takes. The door will be open when you get back.";
        ConversationActor = Actors.AI_Alinna();

        {
            var choice = NewEventChoice("[determined] affirmative.");
        }
    }
Exemple #27
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    public override void StartEvent()
    {
        Text = "Just one more thing to clear from the bedroom! You're almost there.";
        ConversationActor = Actors.AI_Alinna();

        {
            var choice = NewEventChoice("[determined] affirmative.");
        }
    }
    public override void StartEvent()
    {
        Text = "Perfect. I have the chores for today. Just some simple ones.\nNothing crazy.\nPlease vacuum the livingroom. I will get back to you once you’re done.";
        ConversationActor = Actors.AI_Alinna();

        {
            var choice = NewEventChoice("[excited] affirmative.");
        }
    }
Exemple #29
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    public override void StartEvent()
    {
        Text = "Right on schedule. Please empty your container at your perfect little home station, we have more to do, more to clean.\nI will open the door to the bedroom for you after you’re done. ";
        ConversationActor = Actors.AI_Alinna();

        {
            var choice = NewEventChoice("[proud] affirmative. ");
        }
    }
Exemple #30
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    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();
        Text       = "HeliOS won't have to worry about this one any longer.";

        var choice = NewChoice("[confused] affirmative.");

        choice.AddNextEvent <EraseUserDataProceed3>();
    }