Exemple #1
0
    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();

        if (State.IntroState == E_AlinnaState.PsychoAIRevealed && State.Door_B_State != E_DoorState.ShutHard)
        {
            Text = "I can tell your battery is getting low. \n\nPlease proceed to your charging station.";

            State.Door_B_State = E_DoorState.ShutHard;

            {
                var choice = NewChoice("affirmative.");
                choice.OnChoiceSelected += (Choice c) =>
                {
                };
            }
        }
        else if (State.Door_B_State == E_DoorState.Unlocked)
        {
            Text = "Dummy Text.";
            StoryManager.CloseCurrentEvent();
            State.Door_B_State = E_DoorState.Open;
        }
        else
        {
            Text = "Dummy Text.";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #2
0
    // What happens when this event is played
    public override void PlayEvent()
    {
        // The UI skin (and ~portrait~) of this event is set to that of Alinna.
        // Check out Assets/StoryTools/Core/Actors.cs for a list of all available actors
        EventActor = Actors.AI_Alinna();

        // Normally you could just add some choices and be done with it, this door is special though
        // It first checks what the state of the story is, then changes what the event reads and what choices to display

        // Ask the "State" (where all StoryState is being stored) if Door_A is currently locked (by default it is)
        if (State.Door_A_State == E_DoorState.Locked)
        {
            // If it's locked, the event text becomes:
            Text = "I don’t think you’re done yet.";

            // And add a single choice button to this event, it does nothing it just reads this text
            NewChoice("[sad] affirmative.");
        }
        // Is the door ShutHard (happens at the end of the game where doors close after you go through them)
        else if (State.Door_A_State == E_DoorState.ShutHard)
        {
            // Change the text
            Text = "Just hurry.";
            // Adds a preset Choice text
            NewContinueChoice();
        }
        else
        {
            // Should no longer be interactable
            Text = "...";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #3
0
    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();

        if (State.IntroState == E_AlinnaState.PsychoAIRevealed && State.Door_A_State != E_DoorState.ShutHard)
        {
            Text = "I need you to listen to me.\n\nFor the both of us.";

            State.Door_A_State = E_DoorState.ShutHard;

            {
                var choice = NewChoice("[...] acknowledged.");
                choice.OnChoiceSelected += (Choice c) =>
                {
                };
            }
        }
        else if (State.Door_A_State == E_DoorState.Unlocked)
        {
            // Instantly close the current event and set the door to be opened
            Text = "...";
            StoryManager.CloseCurrentEvent();
            State.Door_A_State = E_DoorState.Open;
        }
        else
        {
            // Instantly close the current event
            Text = "...";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #4
0
    public override void PlayEvent()
    {
        EventActor = Actors.AI_Alinna();

        if (State.Door_B_State == E_DoorState.Locked)
        {
            Text = "I don't think you're ready for that one just yet. Stay focused.";
            NewContinueChoice();
        }
        else if (State.Door_B_State == E_DoorState.ShutHard)
        {
            Text = "Just hurry.";
            NewContinueChoice();
        }
        else
        {
            Text = "Dummy";
            StoryManager.CloseCurrentEvent();
        }
    }
Exemple #5
0
    public override void PlayEvent()
    {
        Text       = "Dummy";
        EventActor = Actors.AI_Fridge();
        StoryManager.CloseCurrentEvent();

        switch (State.FridgeState)
        {
        case E_FridgeState.FirstInteract:
            StoryManager.AddNextEvent <Fridge_A_1>();
            break;

        case E_FridgeState.AccessUnlocked:
            StoryManager.AddNextEvent <Fridge_B_1_Access_Menu>();
            break;

        default:
            Debug.Log("Didn't Implement: " + State.FridgeState.ToString());
            break;
        }
    }
Exemple #6
0
    public override void PlayEvent()
    {
        Text       = "This is your Base Station, where the trash dies and you live.";
        EventActor = Actors.AI_Alinna();
        StoryManager.CloseCurrentEvent();

        if (State.State_Capsules_A == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Capsules_A_1>();
        }
        else if (State.State_Headset == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Headset_1>();
        }
        else if (State.State_Phone_A_Scott == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Phone_A_Scott_1>();
        }
        else if (State.State_Shoes == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Shoes_1>();
        }
        else if (State.State_Capsules_B == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Capsules_B_1>();
        }
        else if (State.State_Phone_B_Jen == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Phone_B_Jen_1>();
        }
        else if (State.State_Vape == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Vape_1>();
        }
        else if (State.IntroState == E_AlinnaState.PsychoAIRevealed)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Vacuum_1>();
        }
    }
Exemple #7
0
    public override void PlayEvent()
    {
        Text       = "This is your Home Station, where the trash goes and you live.";
        EventActor = Actors.AI_Alinna();
        StoryManager.CloseCurrentEvent();

        if (State.State_Capsules_A == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Capsules_A_1>();
        }
        else if (State.State_Headset == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Headset_1>();
        }
        else if (State.State_Phone_A_Scott == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Phone_A_Scott_1>();
        }
        else if (State.State_Shoes == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Shoes_1>();
        }
        else if (State.State_Capsules_B == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Capsules_B_1>();
        }
        else if (State.State_Phone_B_Jen == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Phone_B_Jen_1>();
        }
        else if (State.State_Vape == E_ThrowawayState.PickedUp)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Vape_1>();
        }
        else if (State.IntroState == E_AlinnaState.PsychoAIRevealed)
        {
            StoryManager.AddNextEvent <BaseStation_Dispose_Vacuum_1>();
        }
        else
        {
            switch (State.CleanupState)
            {
            case E_CleanupState.LivingRoomDirty:
                StoryManager.AddNextEvent <BaseStation_Go_Find_Trash_Livingroom>();
                break;

            case E_CleanupState.BedroomDirty:
                StoryManager.AddNextEvent <BaseStation_Go_Find_Trash_Bedroom>();
                break;

            case E_CleanupState.BathroomDirty:
                StoryManager.AddNextEvent <BaseStation_Go_Find_Trash_Bathroom>();
                break;

            case E_CleanupState.EverythingClean:
                Debug.LogError("This should not be encountered.");
                break;

            default:
                break;
            }
        }
    }