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(); } }
// 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(); } }
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(); } }
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(); } }
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; } }
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>(); } }
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; } } }