private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { _go = other.gameObject; _playerSpeed = _go.GetComponent <PlayerController>().Speed; Flowchart.SendFungusMessage("playerThere"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown("1")) { flowchart.SendFungusMessage("Save"); } if (Input.GetKeyDown("2")) { flowchart.SendFungusMessage("Load"); } }
public void dead() { moveL = false; moveLB = false; moveR = false; moveRB = false; //flowchart.SetBooleanVariable("chatOn", true); flowchart.SendFungusMessage("dead"); x++; Destroy(gameObject); }
//for collision enter actions. COuld be useful in future. // void OnCollisionEnter(Collision collision){ // print ("collided"); // // } //When player enters the trigger box, send the flowchartMessage to the target flowchart. void OnTriggerEnter2D(Collider2D other) { _firstTimeList.Add(true); int finalMessageIndex = 0; //message to send based on the items //if the NPC has multiple dialogue scenes, the dialogue scenes are based on what the //character is carrying. if (needededItems != null) { foreach (string item in needededItems) { //if item is in the game manager's player inventory, add it to the message if (POCC.GameManager.getInstance().playerHasItem(item)) { finalMessageIndex += 1; } } } //intialize the first-time flag list for (int i = 0; i < needededItems.Count; i++) { _firstTimeList.Add(true); } if (targetFlowchart != null && other.tag == "Player" && _firstTimeList[finalMessageIndex]) { targetFlowchart.SendFungusMessage("" + finalMessageIndex); _firstTimeList [finalMessageIndex] = false; //set the first time to false after first time interacted } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.name == "Player") { cameraDev.SendFungusMessage("interact"); } }
public override void OnStateChanged(GameState newState, GameState oldState) { if (newState.AnnanaHouse.IsInside && (oldState == null || !oldState.AnnanaHouse.IsInside)) { // Full animation while playing the game if (oldState != null) { Flowchart.SendFungusMessage("GoIn"); } // Load saved game state else // oldState == null { Flowchart.SendFungusMessage("GoInSwitch"); } } if (newState.AnnanaHouse.IsOutside && (oldState == null || !oldState.AnnanaHouse.IsOutside)) { // Full animation while playing the game if (oldState != null) { Flowchart.SendFungusMessage("GoOut"); } // Load saved game state else // oldState == null { Flowchart.SendFungusMessage("GoOutSwitch"); } } }
private void OnTriggerStay2D(Collider2D collision) { if (Input.GetKey(KeyCode.Q)) { dialog.SendFungusMessage("click"); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.name == "Player") { collect.SendFungusMessage("talk"); dev.SendFungusMessage("talk"); } }
public void Activate(Transform player) { l?.InteractLever(); c?.ActivateCandle(); t?.Interact(player); f?.SendFungusMessage("hello"); w?.InteractLever(); }
void DialogueCounter() { flowchart.SendFungusMessage(eventTalk.Messages[eventTalk.Counter]); if (eventTalk.Counter < eventTalk.Messages.Count - 1) { eventTalk.Counter++; } }
//Envía un mensaje a Fungus (como el nodo SendMessage) para que podamos capturarlo nosotros capturando ese mensaje en concreto. public void activaFungus(string mensaje) { Debug.Log("Entro al activador de Fungus"); if (flowchart.gameObject.activeInHierarchy) { flowchart.SendFungusMessage(mensaje); } }
private IEnumerator StartFrontPage() { yield return(null); pageListObj.SetActive(true); yield return(null); bookFlowchart.SendFungusMessage(FRONT_PAGE_NAME); }
public override void OnStateChanged(GameState newState, GameState oldState) { // We just came to ritual site if (newState.HubaForest.IsOnSite && (oldState == null || !oldState.HubaForest.IsOnSite)) { string mssg = oldState == null ? "GoSiteSwitch" : "GoSite"; Debug.Log(mssg); Flowchart.SendFungusMessage(mssg); } // Regular forest else if ((newState.HubaForest.IsInForest && (oldState == null || !oldState.HubaForest.IsInForest)) || // Player just came to forest (oldState != null && oldState.HubaForest.CurrentForestWay.Count < newState.HubaForest.CurrentForestWay.Count)) // Player went further to the forest { ToggleGlow(newState.HubaForest.IsHubaBlessed); string mssg = oldState == null ? "GoForestSwitch" : "GoForest"; Flowchart.SendFungusMessage(mssg); } // Annana killed the turtle else if (newState.AnnanaTeaParty.ThrewCup) { Flowchart.SendFungusMessage("WrongStart"); Bus.GetComponent <SkeletonAnimation>().AnimationState.SetAnimation(0, "killed", false); Mug.SetActive(true); InvButton.SetActive(false); } // First time coming to scene else if (newState.HubaBus.getOnTheBus && !newState.HubaForest.IsSceneStarted) { // Set bus in front of Huba Bus.GetComponent <SkeletonAnimation>().AnimationState.SetAnimation(0, "walk", true); Bus.GetComponent <MeshRenderer>().sortingLayerName = "Character"; Bus.GetComponent <MeshRenderer>().sortingOrder = 15; Flowchart.SendFungusMessage("GoStart"); StateManager.Instance.DispatchAction(new SpringAction(ActionType.START_FOREST_SCENE)); } // Huba cannot be here if she did not take the bus else if (!newState.HubaBus.getOnTheBus) { // Following is pretty ugly but works Huba.SetActive(false); // Disable all interactivity var cols = Resources.FindObjectsOfTypeAll <Collider2D>(); foreach (var c in cols) { c.enabled = false; } // We still need camera manager for some reason CameraManager.Instance.gameObject.GetComponentInChildren <Collider2D>().enabled = true; // No character -> no inventory InvButton.SetActive(false); } }
public override void OnStateChanged(GameState newState, GameState oldState) { // We just came to ritual site if (newState.HubaBus.isInTheBus && (oldState == null || !oldState.HubaBus.isInTheBus)) { string mssg = oldState == null ? "GoBusSwitch" : "GoBus"; Debug.Log(mssg); Flowchart.SendFungusMessage(mssg); } }
public void ActiveFlowchart() { if (control != null) { _audio.Play(); control.SendFungusMessage(_message); isUseful = false; UI.HideMessage(); } }
private void OnMouseDown() { var target = Camera.main.ScreenToWorldPoint(Input.mousePosition); target.z = 0f; var v = flowchart.GetVariable <VariableBase <Vector3> >("jellyTarget"); v.Value = target; flowchart.SendFungusMessage(clickMessage); }
private void OnTriggerStay(Collider other) { //Debug.Log("觸發到的物件:" + other.name); if (other.name == "村民") { if (Input.GetKeyDown(KeyCode.Space)) { //Debug.Log("觸發對話!!!"); switch (npcState) { case NPCState.鐵塊: npc.SendFungusMessage("鐵塊"); //npcState = NPCState.鐵塊不足; break; case NPCState.鐵塊不足: npc.SendFungusMessage("鐵塊不足"); break; case NPCState.給予鑰匙: npc.SendFungusMessage("給予鑰匙"); break; case NPCState.打敗魔王: npc.SendFungusMessage("打敗魔王"); break; } } } if (other.tag == "鐵礦") { if (Input.GetKeyDown(KeyCode.Mouse0)) { //Destroy(other.gameObject); obj = other.gameObject; // 物件 = 觸碰.遊戲物件 Invoke("DelayDestroyMetal", 1); // 延遲一秒呼叫方法:DelayDestroyMetal } } }
public void StartStory() { heroiNome = nameInput.text; isFirstGameRun = false; SetNameToFlowChart(); SetMozaoNameToFlowChart(MozaoName.text); SetSexHeroiToFlowChart(); SetSexMozaoToFlowChart(); UIChooseSex.SetActive(false); flowchart.SendFungusMessage("INTRO"); }
//This void private void OnTriggerStay(Collider cl_trigger) { if (cl_trigger.gameObject.tag == "Player") { if (bl_requiresInput == false) { fc_NPCDialog.gameObject.SetActive(true); fc_NPCDialog.SendFungusMessage(st_MessageReciever); cc_PlayerController.enabled = true; //cs_FPSControl.lockCursor = false; } else if (Input.GetKeyDown(KeyCode.E)) { fc_NPCDialog.gameObject.SetActive(true); fc_NPCDialog.SendFungusMessage(st_MessageReciever); cc_PlayerController.enabled = false; //cs_FPSControl.lockCursor = false; } } }
private void prepareFungusForConverstion(NpcController npc) { Customer info = npc.customerInfo; dialogFlowchart.SetStringVariable("openingLine", info.openingLine); dialogFlowchart.SetStringVariable("request", info.request); dialogFlowchart.SetBooleanVariable("ignoresYou", info.ignoresYou); dialogFlowchart.SetStringVariable("description", info.description); dialogFlowchart.SetStringVariable("exitLine", ExitLines.lines[Random.Range(0, ExitLines.lines.Length)]); dialogFlowchart.SendFungusMessage("initiateConversation"); }
public void Tutorial() { tutorialPlay = PlayerPrefs.GetInt("FirstPlay") == 0; try { flow.SetBooleanVariable("Multiplayer", MultiplayerManagement.multiplayer); flow.SetGameObjectVariable("Bullet", MultiplayerManagement.player1Active.bullet); } catch (NullReferenceException ex) {} if (tutorialPlay) { flow.gameObject.SetActive(true); flow.SendFungusMessage("Tutorial"); } else { flow.gameObject.SetActive(true); flow.SendFungusMessage("SkipTutorial"); } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { speed = 0; flowy.SendFungusMessage("stop"); } else { speed = 2; } }
IEnumerator Talk() { if (isTalking) { yield break; } isTalking = true; flowChart.SendFungusMessage(message); yield return(new WaitUntil(() => flowChart.GetExecutingBlocks().Count == 0)); isTalking = false; }
void OnMouseDown() { if (!string.IsNullOrEmpty(onMouseDownMessage)) { flowchart.SendFungusMessage(onMouseDownMessage); } }
// Update is called once per frame void Update() { if (playerIn) { nav.SetDestination(zone.position); flowchart.SendFungusMessage("FollowBird"); } else { nav.SetDestination(player.transform.position); } }
void hit() { if (HP > 0) { aud.PlayOneShot(hitFX); HP--; hpList[HP].SetActive(false); } else { isDead = true; flowchart.SendFungusMessage("Character_dead"); } }
private IEnumerator Awaken() { eyes[0].gameObject.SetActive(false); eyes[1].gameObject.SetActive(true); yield return(new WaitForSeconds(5)); eyes[1].gameObject.SetActive(false); eyes[2].gameObject.SetActive(true); yield return(new WaitForSeconds(1.5f)); eyes[2].gameObject.SetActive(false); yield return(new WaitForSeconds(0.5f)); flowchart.SendFungusMessage("1"); }
private void BroadcastToFungus(string message, Flowchart flowchart = null) { string fullMessage = (prefixForAllMessages + message).TrimEnd(); if (flowchart == null) { Debug.Log("Message to all flowcharts: «" + fullMessage + "»"); Flowchart.BroadcastFungusMessage(fullMessage); } else { Debug.Log("Message to flowchart " + flowchart.name + ": «" + fullMessage + "»"); flowchart.SendFungusMessage(fullMessage); } }
public override void OnStateChanged(GameState newState, GameState oldState) { if (oldState == null) { // We cannot change into something we already wear Actions.Remove(ActionMap[newState.AnnanaHouse.AnnanaDress]); } else if (oldState.AnnanaHouse.AnnanaDress != newState.AnnanaHouse.AnnanaDress) { // We cannot change into something we already wear Actions.Add(ActionMap[oldState.AnnanaHouse.AnnanaDress]); Actions.Remove(ActionMap[newState.AnnanaHouse.AnnanaDress]); Fungus.SendFungusMessage("ChangeClothes"); } }
//This void private void OnTriggerStay2D(Collider2D cl_trigger) { if (cl_trigger.gameObject.tag == "Player") { if (Input.GetKeyDown(KeyCode.E) && bl_Toggle == false) { fc_NPCDialog.gameObject.SetActive(true); fc_NPCDialog.SendFungusMessage(st_MessageReciever); rb_player.isKinematic = true; bl_Toggle = true; } else if (Input.GetKeyDown(KeyCode.E) && bl_Toggle == true) { rb_player.isKinematic = false; fc_NPCDialog.gameObject.SetActive(false); bl_Toggle = false; } } }