Exemple #1
0
 void ChooseAReaction(ReactionType rt, ReactionCatagory rc)
 {
     currentReaction = reactions[Random.Range(0, reactions.Length)];
     if ((currentReaction.reactionType != rt || currentReaction.reactionCatagory != rc) && attempts >= 0)
     {
         if (!currentReaction.tried)
         {
             currentReaction.tried = true;
             attempts--;
         }
         ChooseAReaction(rt, rc);
         return;
     }
     else if (attempts <= 0)
     {
         if (reactions.Length > 0)
         {
             currentReaction = reactions[0];
         }
     }
     attempts = reactions.Length;
     foreach (VoiceLine vl in reactions)
     {
         vl.tried = false;
     }
     boredumLevelTimer = (rt == ReactionType.Event) ? timeUntilNextBoredumLevel: boredumLevelTimer;
     currentReaction.spriteSheet.animationFinished = false;
     currentReaction.spriteSheet.index             = 0;
     currentReaction.audio.audioStarted            = false;
     currentReaction.audio.audioFinished           = false;
     currentReaction.text.subtitlesFinished        = false;
     currentReaction.text.subtitleTimer            = 0;
     speakingState = (rt == ReactionType.Event) ? SpeakingState.Speaking : SpeakingState.IdolSpeaking;
 }
Exemple #2
0
 public void ReactNegatively()
 {
     if (speakingState != SpeakingState.Speaking)
     {
         ChooseAReaction(ReactionType.Event, ReactionCatagory.Negative);
         idolState = ReactionCatagory.Negative;
     }
 }
Exemple #3
0
 void NextIdolState()
 {
     if (idolState == ReactionCatagory.Positive)
     {
         idolState = ReactionCatagory.Nuetral;
     }
     else if (idolState == ReactionCatagory.Nuetral)
     {
         idolState = ReactionCatagory.Negative;
     }
     else if (idolState == ReactionCatagory.Negative)
     {
         idolState = ReactionCatagory.AFK;
     }
     else if (idolState == ReactionCatagory.AFK)
     {
         idolState = ReactionCatagory.AFK;
     }
     else
     {
         idolState = ReactionCatagory.Nuetral;
     }
     boredumLevelTimer = timeUntilNextBoredumLevel;
 }