Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        if (gameState.CurrentState() == "Dialogue" && initiated != true)
        {
            if (gameState.GetInterlocutor() == characterName)
            {
                // Logic can be added here for which dialogue tree to start from
                Initialize();
                gameState.SetMusicState("Dialogue");

                /* LOGIC GOES HERE! FOR NOW: GO TO THE ONLY DECISION */

                if (gameState.GetArcState() == 1)
                {
                    Current = Hello1;
                    Current(-1);
                }
                else if (gameState.GetArcState() == 2)
                {
                    Current = Appointment1;
                    Current(-1);
                }
            }
        }
        if (gameState.CurrentState() == "Overworld" && initiated == true)
        {
            initiated = false;
        }
        if (initiated == true)
        {
            Current(GetChoice());
        }
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (gameState.CurrentState() == "Dialogue" && initiated != true)
        {
            if (gameState.GetInterlocutor() == characterName)
            {
                // Logic can be added here for which dialogue tree to start from
                Initialize();
                gameState.SetMusicState("Dialogue");

                if (gameState.GetArcState() == 2)
                {
                    Current = Reprimand1;
                    Current(-1);
                }
                else
                {
                    Current = Silence;
                    Current(-1);
                }
            }
        }
        if (gameState.CurrentState() == "Overworld" && initiated == true)
        {
            initiated = false;
        }
        if (initiated == true)
        {
            Current(GetChoice());
        }
    }
Exemple #3
0
 // Update is called once per frame
 void Update()
 {
     if (thisCollider.IsTouching(player) && gameState.GetArcState() == requiredState)
     {
         Application.LoadLevel(sceneName);
     }
 }
 void Prognosis8(int choice)
 {
     if (choice == -1)
     {
         /* Change portrait back to doctor's */
         conversation.SetPortrait(portrait);
         conversation.NewMonologue("We'll need to operate immediately.");
     }
     else if (choice == 1)
     {
         if (gameState.GetArcState() == 2)
         {
             gameState.IncrementArc();
             gameState.IncrementArc();
         }
         else
         {
             gameState.IncrementArc();
         }
         Application.LoadLevel("end");
     }
 }