void Awake()
    {
        smartSystem  = new smartManager();
        player       = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
        questManager = new QuestManager();
        thingManager = new ThingManager();
        currentQuest = questManager.getCurrentQuest(0); //let default quest is mission 0
        currentMap   = Application.loadedLevelName;

        //change default quest from incomplete to inprogress
        UpdateQuestStatus();

        //total victim in game
        victimList = new VictimList();
        victimList.addVictim(new Victim(1, false, false, SpawnV.one));
        victimList.addVictim(new Victim(2, false, false, SpawnV.one));
        victimList.addVictim(new Victim(3, false, false, SpawnV.one));
        victimList.addVictim(new Victim(4, false, false, SpawnV.one));
        victimList.addVictim(new Victim(5, false, false, SpawnV.one));
        victimList.addVictim(new Victim(6, false, false, SpawnV.one));
        victimList.addVictim(new Victim(7, false, false, SpawnV.one));
        victimList.addMap(new int[] { 3, 14, 15, 17, 19, 21, 22, 26, 32 }, new int[] { 1, 1, 1, 1, 1, 1, 2, 1, 1 });
        victimList.randomVictim();

        statMsg = GameObject.FindGameObjectWithTag("StatMessage");
        statMsg.SetActive(false);
        questMsg = GameObject.FindGameObjectWithTag("QuestMessage");
        questMsg.SetActive(false);
    }
    void OnGUI()
    {
        playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
        playeremo.getCharacterStat(out encorage, out trustiness, out bravery);
        float posX = Screen.width * pos.x;
        float posY = Screen.height * pos.y;

        switch (selected)
        {
        case 1: status = bravery / 10f;
            break;

        case 2: status = encorage / 10f;
            break;

        case 3: status = trustiness / 10f;
            break;
        }


        //draw the background:
        GUI.BeginGroup(new Rect(posX, posY, size.x, size.y));
        GUI.Box(new Rect(0, 0, size.x, size.y), emptyTex);

        //draw the filled-in part:
        GUI.BeginGroup(new Rect(0, 0, size.x * status, size.y));
        GUI.Box(new Rect(0, 0, size.x * status, size.y), fullTex);

        GUI.EndGroup();
        GUI.EndGroup();
    }
 void Start()
 {
     playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
     playeremo.getCharacterStat(out encorage, out trustiness, out bravery);
     encorageout.text   = "Encourage :  " + encorage;
     trustinessout.text = "Trustiness : " + trustiness;
     braveryout.text    = "Bravery :" + bravery;
 }
 void Start()
 {
     if (GameObject.FindGameObjectWithTag("Player") != null)
     {
         system  = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>();
         emotion = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
         phone   = GameObject.FindGameObjectWithTag("PhoneCanvas").GetComponent <PhoneCanvas>().phone;
     }
 }
    // Use this for initialization
    void Start()
    {
        camerapage.SetActive(false);
        messagepage.SetActive(false);
        soundpage.SetActive(false);
        statpage.SetActive(false);
        mobile.SetActive(false);
        settingpage.SetActive(false);
        wpicon.SetActive(true);
        albumpage.SetActive(false);
        docraw.SetActive(false);
        docManager = new DocManager();
        docManager.collectDoc(0, true);
        mission    = messagepage.GetComponent <MissionDetail>();
        documentID = -1;

        player = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
        system = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>();
    }
Exemple #6
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    public void ChangeEmotion(CharacterEmotion emotion)
    {
        switch (emotion)
        {
        case CharacterEmotion.Normal:
            characterImage.sprite = normalSprite;
            break;

        case CharacterEmotion.Talk:
            characterImage.sprite = talkSprite;
            break;

        case CharacterEmotion.Laugh:
            characterImage.sprite = laughSprite;
            break;

        case CharacterEmotion.Scared:
            characterImage.sprite = scaredSprite;
            break;

        default:
            break;
        }
    }
 IEnumerator SadState()
 {
     spriteRenderer.sprite = emotionSprite[1];
     myState = CharacterEmotion.sad;
     return(null);
 }
 public CharacterEmotionInstruction(Character character, CharacterEmotion emotion, ushort duration)
 {
     this.Character = character;
     this.Emotion   = emotion;
     this.Duration  = duration;
 }
Exemple #9
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 // Start is called before the first frame update
 void Start()
 {
     myState        = CharacterEmotion.neutral;
     SpriteRenderer = GetComponent <SpriteRenderer>();
 }
Exemple #10
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 IEnumerator AngryState()
 {
     spriteRenderer.sprite = emotionSprite[3];
     myState = CharacterEmotion.angry;
     return(null);
 }
Exemple #11
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 IEnumerator ScaredState()
 {
     spriteRenderer.sprite = emotionSprite[4];
     myState = CharacterEmotion.scared;
     return(null);
 }
    public void LoadData(int t)
    {
        system  = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>();
        emotion = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
        phone   = GameObject.FindGameObjectWithTag("PhoneCanvas").GetComponent <PhoneCanvas>().phone;
        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(PlayerPrefs.GetString("save"));
        XmlNodeList dataList  = xmlDoc.GetElementsByTagName("profile" + t);
        string      questType = "";

        foreach (XmlNode dataInfo in dataList)
        {
            XmlNodeList dataContent = dataInfo.ChildNodes;
            foreach (XmlNode dataItems in dataContent)
            {
                if (dataItems.Name == "score")
                {
                    system.setScore(int.Parse(dataItems.InnerText));
                }
                if (dataItems.Name == "Questtype")
                {
                    questType = dataItems.InnerText;
                }
                if (dataItems.Name == "QuestID")
                {
                    system.changeCurrentMission(int.Parse(dataItems.InnerText));
                }
                if (dataItems.Name == "questItem")
                {
                    FindingQuest raw = (FindingQuest)(system.getCurrentQuest());
                    XmlNodeList  dataContentInventory = dataItems.ChildNodes;
                    foreach (XmlNode dataItemInventory in dataContentInventory)
                    {
                        raw.setAllCurrentItemisCollect(int.Parse(dataItemInventory.Attributes["ID"].Value));
                    }
                    system.setCurrentMission(raw);
                }
                if (dataItems.Name == "courage")
                {
                    emotion.characterDetail.setEncouragementStat(int.Parse(dataItems.InnerText));
                }
                if (dataItems.Name == "bravery")
                {
                    emotion.characterDetail.setBraveryStat(int.Parse(dataItems.InnerText));
                }
                if (dataItems.Name == "trustness")
                {
                    emotion.characterDetail.setTrustnessStat(int.Parse(dataItems.InnerText));
                }
                if (dataItems.Name == "previous_map")
                {
                    system.previousMap = dataItems.InnerText;
                }
                if (dataItems.Name == "victimList")
                {
                    XmlNodeList dataContentInventory = dataItems.ChildNodes;
                    foreach (XmlNode dataItemInventory in dataContentInventory)
                    {
                        system.setVictimisHelpbyID(int.Parse(dataItemInventory.Attributes["ID"].Value), true);
                    }
                }
                if (dataItems.Name == "doc")
                {
                    XmlNodeList dataContentInventory = dataItems.ChildNodes;
                    foreach (XmlNode dataItemInventory in dataContentInventory)
                    {
                        phone.docManager.collectDoc(int.Parse(dataItemInventory.Attributes["ID"].Value), true);
                    }
                }
                if (dataItems.Name == "haveConveration")
                {
                    XmlNodeList dataContentInventory = dataItems.ChildNodes;
                    Quest       temps = system.getCurrentQuest();
                    foreach (XmlNode dataItemInventory in dataContentInventory)
                    {
                        temps.setConversationFinish(int.Parse(dataItemInventory.Attributes["MapID"].Value),
                                                    bool.Parse(dataItemInventory.Attributes["haveCon"].Value));
                    }
                    system.setCurrentMission(temps);
                }
                if (dataItems.Name == "smartSystem")
                {
                    XmlNodeList dataContentInventory = dataItems.ChildNodes;

                    foreach (XmlNode dataItemInventory in dataContentInventory)
                    {
                        system.setsmartValue(dataItemInventory.Attributes["MapID"].Value,
                                             int.Parse(dataItemInventory.Attributes["value"].Value));
                    }
                }
            }
        }

        Destroy(gameObject);
    }
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 IEnumerator HappyState()
 {
     spriteRenderer.sprite = emotionSprite[2];
     myState = CharacterEmotion.happy;
     return(null);
 }
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 IEnumerator NeutralState()
 {
     spriteRenderer.sprite = emotionSprite[0];
     myState = CharacterEmotion.neutral;
     return(null);
 }
Exemple #15
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 // Use this for initialization
 void Awake()
 {
     myState        = CharacterEmotion.neutral;
     spriteRenderer = GetComponent <SpriteRenderer>();
 }
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 /// <summary>
 /// Sets the emotion.
 /// </summary>
 /// <param name="emotion">The emotion.</param>
 public void SetEmotion(CharacterEmotion emotion)
 {
     this.Emotion = emotion;
 }
Exemple #17
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 IEnumerator SadState()
 {
     sprRenderer.sprite = emotionSprites[2];
     myState            = CharacterEmotion.sad;
     yield return(null);
 }
Exemple #18
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 IEnumerator HappyState()
 {
     sprRenderer.sprite = emotionSprites[1];
     myState            = CharacterEmotion.happy;
     yield return(null);
 }