public IState Update() { if (progression == 0 || progression == 2) { timer -= Time.deltaTime; } if (progression == 0 && timer < 0) { progression++; dockingShip = GameObject.Instantiate(dockingShip, sd.transform.position + spawnerOffset + Vector3.up * -5, Quaternion.identity); } if (progression == 1 && DataDump.GetInt("PlayerDocked") > 0) { DialogueQueue.AddMessage("Well done!"); DialogueQueue.AddMessage("This was an entry to Ludum Dare 39: Running out of Power, created by Zak Reynolds in 48 hours."); DialogueQueue.AddMessage("Thanks for playing!"); progression++; timer = 15; var st = GameObject.FindWithTag("MainCamera").GetComponent <SmoothTrack>(); st.target = dockingShip.transform; st.smoothTime = 0.5f; st.positionOffset = new Vector3(13, 5, -45); } if (progression == 2) { if (timer < 0) { // TODO: End progression++; DialogueQueue.AddMessage("END GAME\nESC to quit\nBACKSPACE to restart", 20); return(this); } } return(this); }
private void OnTriggerEnter(Collider other) { if (other.tag.Equals("Player")) { DialogueQueue.AddMessage("Great hit!", 2); sentMessage = true; Doomed(); DataDump.SetInt("TrainingTargetsHit", DataDump.GetInt("TrainingTargetsHit") + 1); } }
private void OnTriggerEnter(Collider other) { if (other.tag.Equals("UpperBounds")) { inSpace = true; DialogueQueue.AddMessage("You're too close to the sun, Icarus!"); } if (other.tag.Equals("DockingBay")) { DataDump.SetInt("PlayerDocked", 1); DockingSequence(); } }
void Update() { lifeTimer -= Time.deltaTime; if (lifeTimer < 0) { Doomed(); } if (!sentMessage && player.position.x > transform.position.x + 5) { sentMessage = true; DialogueQueue.AddMessage("Shucks, you missed that one. Try to hit the next target!", 2); } }
private void OnTriggerEnter(Collider other) { if (other.tag.Equals("Player")) { DialogueQueue.AddMessage("Gah! Shoot them, don't ram them you maniac!", 2); sentMessage = true; Doomed(); } if (other.tag.Equals("PlayerBullet")) { DialogueQueue.AddMessage("Boom! Way to go!", 2); sentMessage = true; Doomed(); DataDump.SetInt("TrainingTargetsShot", DataDump.GetInt("TrainingTargetsShot") + 1); } }
public IState Update() { if (Input.GetKeyDown(KeyCode.Space)) { // TODO: skip } if (progression == 0 && DataDump.GetInt("TrainingTargetsHit") >= ramCount) { DialogueQueue.AddMessage("Well done! Now try shooting them. Remember to move between the gun and engine using 'A' and 'D'."); progression++; var targets = GameObject.FindGameObjectsWithTag("TrainingTarget"); foreach (var t in targets) { t.GetComponent <TrainingTarget>().Doomed(); } engineTrainingSpawner.SetActive(false); shootTrainingSpawner = GameObject.Instantiate(shootTrainingSpawner, sd.transform.position + spawnerOffset, Quaternion.FromToRotation(Vector3.up, Vector3.left)); shootTrainingSpawner.GetComponent <SmoothTrack>().target = sd.transform; } if (progression == 1 && DataDump.GetInt("TrainingTargetsShot") >= shootCount) { var targets = GameObject.FindGameObjectsWithTag("TrainingTargetShoot"); foreach (var t in targets) { t.GetComponent <TrainingTargetShoot>().Doomed(); } shootTrainingSpawner.SetActive(false); DialogueQueue.AddMessage("Nice shooting! You're pretty much a professional at this point."); DialogueQueue.AddMessage("Deliver the package safely. There might be a few birds on the way to watch out for, but nothing to worry about."); DialogueQueue.AddMessage("..."); progression++; } if (progression == 2) { timer -= Time.deltaTime; if (timer < 0) { progression++; return(new BirdsState()); } } return(this); }
public void OnEnter() { DialogueQueue.AddMessage("Oh! There's a minor detail that I forgot to mention in your training..."); DialogueQueue.AddMessage("There's a party that's very interested in taking that package you're carrying."); DataDump.SetInt("BossHP", 750); MusicBox.ChangeMusic(MusicBox.Song.Boss); //birdSpawner = GameObject.Instantiate(birdSpawner, sd.transform.position + spawnerOffset + Vector3.up * -5, Quaternion.FromToRotation(Vector3.forward, Vector3.left)); //birdSpawner.GetComponent<SmoothTrack>().target = sd.transform; //birdSpawner.SetActive(false); //birdTightSpawner = GameObject.Instantiate(birdTightSpawner, sd.transform.position + spawnerOffset + Vector3.up * 5, Quaternion.FromToRotation(Vector3.forward, Vector3.left)); //birdTightSpawner.GetComponent<SmoothTrack>().target = sd.transform; //birdTightSpawner.SetActive(true); //birdBomberSpawner = GameObject.Instantiate(birdBomberSpawner, sd.transform.position + spawnerOffset, Quaternion.FromToRotation(Vector3.forward, Vector3.left)); //birdBomberSpawner.GetComponent<SmoothTrack>().target = sd.transform; //birdBomberSpawner.SetActive(false); //hpSpawner = GameObject.Instantiate(hpSpawner, sd.transform.position + spawnerOffset + Vector3.up * 5, Quaternion.FromToRotation(Vector3.forward, Vector3.left)); //hpSpawner.GetComponent<SmoothTrack>().target = sd.transform; //hpSpawner.SetActive(true); }
public static void AddMessage(string message, float displayTime) { DialogueQueue dq = Get(); if (!dq) { Debug.LogError("No DialogQueue!"); } if (dq.messageQueue == null) { dq.messageQueue = new Queue <TextMessage>(); } dq.messageQueue.Enqueue(new TextMessage(message, displayTime)); if (!dq.showingMessages) { dq.showingMessages = true; dq.DisplayNextMessage(); dq.textBoxRoot.gameObject.SetActive(true); } }
public IState Update() { if (Input.GetKeyDown(KeyCode.Space)) { // TODO: skip } if (progression == 0 && cd.State == CaptainDriver.CrankState.Gun) { DialogueQueue.AddMessage("You found the gun! Now turn the crank and get it up to MAX POWER! Click the button, a lot."); progression++; } if (progression == 1 && sd.GetGunPowerNormalized() > 0.75) { DialogueQueue.AddMessage("Feel the power spewing forth from your hands! Ptht ptht ptht ptht!"); DialogueQueue.AddMessage("Lets start up that engine now. Head back to the stern using 'A' to move."); progression++; } if (progression == 2 && cd.State == CaptainDriver.CrankState.Engine) { DialogueQueue.AddMessage("It needs some warming up, so give it a good few cranks."); progression++; } if (progression == 3 && sd.GetEnginePowerNormalized() > sd.unDockPowerThreshold) { DialogueQueue.AddMessage("BY THE POWER PROVIDED BY YOUR OWN TWO HANDS...", 1.2f); DialogueQueue.AddMessage("YOU ARE A SOARING EAGLE, AN ICARUS, AN ALMIGHTY BEING!", 3.5f); DialogueQueue.AddMessage(" FLY! FLY!"); progression++; } if (progression == 4) { timer -= Time.deltaTime; if (timer < 0) { return(new LearnEngineState()); } } return(this); }
public IState Update() { if (progression == 0 || progression == 4) { timer -= Time.deltaTime; } if (progression == 0 && timer < 0) { DialogueQueue.AddMessage("Here they come!"); boss = GameObject.Instantiate(boss, sd.transform.position + spawnerOffset + Vector3.up * -5, Quaternion.FromToRotation(Vector3.forward, Vector3.left)); boss.GetComponent <SmoothTrack>().target = sd.transform; progression++; } if (progression == 1 && DataDump.GetInt("BossHP") < 500) { DialogueQueue.AddMessage("Keep it up!"); progression++; } if (progression == 2 && DataDump.GetInt("BossHP") < 250) { DialogueQueue.AddMessage("You have them on the ropes!"); progression++; } if (progression == 3 && DataDump.GetInt("BossHP") <= 0) { DialogueQueue.AddMessage("Yeah! Great work comrade! The drop point is just ahead!"); timer = 5; progression++; } if (progression == 4 && timer < 0) { progression++; return(new DropoffState()); } return(this); }
public void OnEnter() { DialogueQueue.AddMessage("Dock with the ship to drop off your package."); MusicBox.ChangeMusic(MusicBox.Song.Fly); }
private void Doomed() { DialogueQueue.AddMessage("Welp, you tried. Hit BACKSPACE to give it another shot (buh dum tiss)."); Destroy(gameObject); }
public void OnEnter() { DialogueQueue.AddMessage("Ram the targets as they come up. You'll get the hang of flying this thing soon enough."); engineTrainingSpawner = GameObject.Instantiate(engineTrainingSpawner, sd.transform.position + spawnerOffset, Quaternion.FromToRotation(Vector3.up, Vector3.left)); engineTrainingSpawner.GetComponent <SmoothTrack>().target = sd.transform; }
// Use this for initialization void Start() { pausePanel = GameObject.Find("GamePausePanel"); dialogue = GameObject.Find("DialoguePanel").GetComponent <DialogueQueue>(); dialogue.gameObject.SetActive(false); GameObject[] equipSlots = GameObject.FindGameObjectsWithTag("EquipSlot"); GameObject[] invSlots = GameObject.FindGameObjectsWithTag("Slot"); GameObject[] skillSlots = GameObject.FindGameObjectsWithTag("SkillSlot"); mapCanvas = GameObject.Find("MapCanvas"); mapCanvas.gameObject.SetActive(false); vendorDialogue = GameObject.Find("ShopCanvas"); vendorText = vendorDialogue.GetComponentInChildren <Text>(); vendorDialogue.SetActive(false); enemyInfo = GameObject.Find("EnemyInfoCanvas"); enemyInfoText = enemyInfo.GetComponentInChildren <Text>(); enemyInfo.SetActive(false); chestPanel = GameObject.Find("ChestPanel"); chestPanel.SetActive(false); buyCanvas = GameObject.Find("BuyCanvas"); buyGoldText = GameObject.Find("PriceText").GetComponent <Text>(); buyCanvas.SetActive(false); sellSlot = GameObject.Find("SellSlot").GetComponent <SellSlot>(); buySellPanel = GameObject.Find("BuysellPanel"); buySellPanel.SetActive(false); lootPanel = GameObject.Find("LootPanel"); lootPanel.SetActive(false); questCanvas = GameObject.Find("QuestCanvas"); questDesc = GameObject.Find("QuestDesc").GetComponent <Text>(); questTitle = GameObject.Find("QuestTitle").GetComponent <Text>(); questReward = GameObject.Find("QuestReward").GetComponent <Text>(); dropAddQuest = GameObject.Find("DropAddQuest").GetComponentInChildren <Text>(); questImage = GameObject.Find("QuestImage").GetComponent <Image>(); questLogTitle = GameObject.Find("QuestLogTitle").GetComponent <Text>(); questImage.gameObject.SetActive(false); questCanvas.SetActive(false); pauseCanvas = GameObject.Find("PauseCanvas"); pauseCanvas.SetActive(false); deathCanvas = GameObject.Find("DeathCanvas"); deathCanvas.SetActive(false); inventoryPanel = GameObject.Find("InventoryPanel"); skillPanel = GameObject.Find("SkillsPanel"); database = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemDatabase> (); tooltip = GameObject.Find("Tooltip"); playerStat = GameObject.Find("Player").GetComponent <PlayerStat>(); player = playerStat.GetComponent <Player>(); bubbleSort(equipSlots); bubbleSort(invSlots); bubbleSort(skillSlots); bubbleSort(lootSlots); bubbleSort(chestSlots); for (int i = 0; i < 8; i++) {//Inventory slots for equipment items.Add(new Item()); slots.Add(equipSlots[i]); slots[i].GetComponent <Slot>().id = i; } for (int i = 0; i < 16; i++) {//Inventory slots for the inventory items.Add(new Item()); slots.Add(invSlots[i]); slots[i + 8].GetComponent <Slot>().id = i + 8; } for (int i = 0; i < 8; i++) {//Slots for the skills items.Add(new Item()); slots.Add(skillSlots[i]); slots[i + 24].GetComponent <Slot>().id = i + 24; slots[i + 24].GetComponent <Slot>().isSkillSlot = true; } items.Add(new Item()); slots.Add(invSlots[16]); items.Add(new Item()); slots.Add(invSlots[17]); for (int i = 0; i < 4; i++) { items.Add(new Item()); slots.Add(lootSlots[i]); } for (int i = 0; i < 16; i++) { items.Add(new Item()); slots.Add(chestSlots[i]); } if (LoadData.instance.dataLoaded) { Load(); } else { AddItem(0); AddItem(1); } }
public void OnEnter() { DialogueQueue.AddMessage("Let's crank up that gatling gun you have there. Press 'D' to move to the front of your ship."); }