Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        /*if (AbsoluteGameState == GameState.KnockedOut) {
         *      PoliceAppear.FinalHardSlap = true;
         * }*/

        if (Input.GetKeyUp(KeyCode.Alpha1) || Input.GetKeyUp(KeyCode.Keypad1))
        {
            CheckSlapList(1);
            AbsoluteGameState = dialogueExecuter.Step();
            Debug.Log(AbsoluteGameState);
        }

        if (Input.GetKeyUp(KeyCode.Alpha2) || Input.GetKeyUp(KeyCode.Keypad2))
        {
            CheckSlapList(2);
            AbsoluteGameState = dialogueExecuter.Step();
            Debug.Log(AbsoluteGameState);
        }

        if (Input.GetKeyUp(KeyCode.Alpha3) || Input.GetKeyUp(KeyCode.Keypad3))
        {
            CheckSlapList(3);
            AbsoluteGameState = dialogueExecuter.Step();
            Debug.Log(AbsoluteGameState);
        }


        // Currently using input key 'c' to advance dialogue. May change it to a different key, and add 1,2,3 for inputs later.

        /* if (Input.GetKeyUp (KeyCode.C)) {
         *      AbsoluteGameState = dialogueExecuter.Step ();
         *      Debug.Log (AbsoluteGameState);
         * }
         *
         *
         *
         * // Input key 'B' triggers the start of the conversation with the First Woman. This is to be replaced by proximity trigger
         * // or proximity + button press.
         *
         * if (AbsoluteGameState == GameState.HeadingToFirstWoman && Input.GetKeyUp (KeyCode.B)) {
         *      AbsoluteGameState = GameState.TalkingToFirstWoman;
         *      dialogueExecuter = new DialogueExecuter (TextPanel, Dialoguetextbox, FirstWomanDialogue, AbsoluteGameState);
         * }
         *
         * // Input 'P' gives you a pizza slice. A second 'P' then triggers second dialogue with the woman.
         *
         * if (AbsoluteGameState == GameState.HeadingToBuyPizza && Input.GetKeyUp (KeyCode.P)) {
         *      AbsoluteGameState = GameState.ObtainedPizza;
         * }
         *
         * if (AbsoluteGameState == GameState.ObtainedPizza && Input.GetKeyUp (KeyCode.P)) {
         *      AbsoluteGameState = GameState.TalkingToFirstWomanWithPizza;
         *      dialogueExecuter = new DialogueExecuter (TextPanel, Dialoguetextbox, FirstWomanDialogue2, AbsoluteGameState);
         *
         * }
         */
    }
Exemple #2
0
    public void StartTalk(int charID, GameObject NPCObj)
    {
        Dialogue   foundDialogue = FuckOff;       //Default option if nothing else matches.
        GameObject NPC           = Lisa;

        Debug.Log("Triggered StartTalk.");

        switch (charID)
        {
        case 1:
            NPC = Fred;
            if (AbsoluteGameState == GameState.HeadingToFred)
            {
                AbsoluteGameState = GameState.TalkingToFred;
                foundDialogue     = OpeningDialogue;
            }
            break;

        case 2:
            NPC = Lisa;
            if (AbsoluteGameState == GameState.HeadingToFirstWoman)
            {
                AbsoluteGameState = GameState.TalkingToFirstWoman;
                foundDialogue     = FirstWomanDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedPizza)
            {
                AbsoluteGameState = GameState.TalkingToFirstWomanWithPizza;
                foundDialogue     = FirstWomanDialogue2;
            }
            break;

        case 3:
            NPC = Tina;
            if (AbsoluteGameState == GameState.HeadingToSecondWoman)
            {
                AbsoluteGameState = GameState.TalkingToSecondWoman;
                foundDialogue     = SecondWomanDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedChinese)
            {
                AbsoluteGameState = GameState.TalkingToSecondWomanWithChinese;
                foundDialogue     = SecondWomanDialogue2;
            }
            break;

        case 4:
            NPC = Chrystal;
            if (AbsoluteGameState == GameState.HeadingToProstitute)
            {
                AbsoluteGameState = GameState.TalkingToProstitute;
                foundDialogue     = ProstituteDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedCash)
            {
                AbsoluteGameState = GameState.TalkingToProstituteWithCash;
                foundDialogue     = ProstituteDialogue2;
            }
            break;

        default:
            foundDialogue = FuckOff;
            break;
        }

        Debug.Log("Which dialogue using? " + foundDialogue.name);

        dialogueExecuter = new DialogueExecuter(TextPanel, Dialoguetextbox, foundDialogue, AbsoluteGameState, PCobj, NPC);

        AbsoluteGameState = dialogueExecuter.Step();
    }