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");

                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 #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");

                /* 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 #3
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();

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


                Current = Decision1;
                Current(-1);
            }
        }
        if (gameState.CurrentState() == "Overworld" && initiated == true)
        {
            initiated = false;
        }
        if (initiated == true)
        {
            Current(GetChoice());
        }
    }
    // 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();
                if (gameState.GetArcState() < 2)
                {
                    gameState.SetMusicState("None");
                    Debug.Log("hello");
                }
                else if (gameState.GetArcState() >= 2)
                {
                    gameState.SetMusicState("Siren");
                }

                if (gameState.GetArcState() == 0)
                {
                    Current = Hello1;
                    Current(-1);
                }
                else if (gameState.GetArcState() == 2 || gameState.GetArcState() == 3)
                {
                    Current = Prognosis1;
                    Current(-1);
                }
                else
                {
                    Current = Silence;
                    Current(-1);
                }
            }
        }
        if (gameState.CurrentState() == "Overworld" && initiated == true)
        {
            initiated = false;
        }
        if (initiated == true)
        {
            Current(GetChoice());
        }
    }