Exemple #1
0
 /// <summary>
 /// Whether or not the supplied room type is applicable to this event
 /// </summary>
 /// <param name="thisRoom"></param>
 /// <returns></returns>
 public bool MatchesRoomType(RoomStats.RoomType thisRoom)
 {
     foreach (RoomStats.RoomType type in roomTypes)
     {
         if (type == thisRoom)
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #2
0
    /// <summary>
    /// Generates a new character event. Does nothing
    /// </summary>
    /// <param name="possibleEvents"></param>
    /// <returns></returns>
    public IEnumerator StartNewCharacterEvent(RoomStats.RoomType room)
    {
        chatting = true;
        FindObjectOfType <RoomPanelToggle>()?.ClosePanel();
        GameObject newEvent = RandomizeCharacterEvent(room);

        daysSinceChat = 0;
        if (newEvent != null)
        {
            asm.LoadSceneMerged("Event_CharacterFocused");
            yield return(new WaitUntil(() => SceneManager.GetSceneByName("Event_CharacterFocused").isLoaded));

            CreateEvent(newEvent);
        }
    }
Exemple #3
0
    private bool HasPossibleCharacterEvent(RoomStats.RoomType room)
    {
        for (int i = 0; i < campMan.GetCharacterEvents().Count; i++)
        {
            GameObject     charEvent   = campMan.GetCharacterEvents()[i];
            CharacterEvent eventDriver = charEvent.GetComponent <CharacterEvent>();


            if (eventDriver.MatchesRoomType(room) &&          /*&& !eventDriver.playedOnce*/
                HasRequiredStats(eventDriver.requiredStats, true))

            {
                return(true);                //end function as soon as one is found
            }
        }
        return(false);
    }
Exemple #4
0
    public bool CanChat(RoomStats.RoomType myRoom)
    {
        //If chat has cooleddown
        if (daysSinceChat < chatCooldown)
        {
            print("Only " + daysSinceChat + " days since last chat");
            return(false);
        }

        //if no possible events are found
        if (!HasPossibleCharacterEvent(myRoom))
        {
            print("No character events available");
            return(false);
        }

        return(true);
    }
Exemple #5
0
    private GameObject RandomizeCharacterEvent(RoomStats.RoomType roomName)
    {
        List <GameObject> eligibleEvents = new List <GameObject>();

        for (int i = 0; i < campMan.GetCharacterEvents().Count; i++)
        {
            CharacterEvent charEvent = campMan.GetCharacterEvents()[i].GetComponent <CharacterEvent>();

            if (charEvent.MatchesRoomType(roomName) &&          /*&& charEvent.playedOnce == false*/
                HasRequiredStats(charEvent.requiredStats, true))
            {
                eligibleEvents.Add(campMan.GetCharacterEvents()[i]);
            }
        }

        int        randNum   = Random.Range(0, eligibleEvents.Count);
        GameObject thisEvent = eligibleEvents[randNum];

        campMan.playedEvents.Add(thisEvent);
        campMan.charEvents.Remove(thisEvent);
        //campMan.RemoveFromCharEvents(thisEvent);

        return(thisEvent);
    }