Exemple #1
0
    void ToolInteractions(Collision col)
    {
        // Reset Tool
        //col.gameObject.renderer.enabled = false;
        //col.gameObject.transform.parent = toolRack.transform;

        // For some odd reason.  This line of code was causing the monobehaviour on the tools to misbehave.  I rewrote
        //    this commented out code below under Reset Tool 2
        //col.gameObject.transform.position = new Vector3(toolRack.transform.position.x - Random.Range(2,6),transform.position.y + 5, -21);

        //col.gameObject.renderer.enabled = true;

        // Reset Tool 2
        tc.Move(col.gameObject);

        // Play a Dialogue if needed
        if (col.collider.tag == "Hammer")
        {
            if (hammerDialogueCount > 0)
            {
                tw.QueueMessage("NOOOOOOO! NOT THE HAMMER!", 1);
                tw.QueueMessage("OWWW!!!", 1);
                hammerDialogueCount--;
            }
        }

        // Modify Stats
        col.gameObject.GetComponent <ModifyStats>().modify();
    }
Exemple #2
0
    void OnMouseUp()
    {
        //dict = new Dictionary<string, int> ();

        if (tw.isChatWindowOpen == false)
        {
            if (objectNumber == 1)             // Name
            {
                Debug.Log("I'm an event for Name");

//				dict.Add("Hi James, my name is Harvey.", 0);
//				dict.Add("Hey Harvey, nice to meet you.", 1);
//				dict.Add("Not likewise.  Tell me why you are here.", 0);
//				tw.Dialog(dict);

                // The Above can be done like so.  It should be done this way in case another message is currently being displayed.
                //tw.QueueMessage("Hi James, my name is Harvey.", 0);
                //tw.QueueMessage("Hey Harvey, nice to meet you.", 1);
                //tw.QueueMessage("Not likewise.  Tell me why you are here.", 0);

                tw.QueueMessage("James, is it?", 0);
                tw.QueueMessage("... ... hrmph. Dickbag, is it?", 1);
            }

            else if (objectNumber == 2)             // DOB
            {
                Debug.Log("I'm an event for Date of Birth");

                tw.QueueMessage("You're too old to be getting in trouble.", 0);
                tw.QueueMessage("Yeah, and you're too old to be doing police work.", 1);
            }

            else if (objectNumber == 3)             // Location
            {
//				if(StatSystem.willpower >= 2) {
//					tw.QueueMessage("Says here that you were picked up with your son at the park with your son...", 0);
//					int tempNumber = Random.Range(0,3);
//					switch(tempNumber) {
//					case 0:
//						tw.QueueMessage("Don't bring family into this.",1);
//						StatSystem.Stats.willpower--;
//						break;
//					case 1:
//						tw.QueueMessage("That's some prime detective work you got going for you there.",1);
//						StatSystem.Stats.willpower--;
//						break;
//					case 2:
//						tw.QueueMessage("Says here that you some how get paid for this.",1);
//						break;
//					case 3:
//						tw.QueueMessage("... What did you say?",1);
//						StatSystem.Stats.willpower--;
//						break;
//					}
//				}
//
//				if(StatSystem.Stats.willpower <= 0 || StatSystem.Stats.willingness > 10) {
//					tw.QueueMessage("I have kids too, however, your kid...",0);
//					tw.QueueMessage("If you say another goddamn word about my kid, I swear to God--",1);
//					tw.QueueMessage("--Seems you hit a nerve there, feel free to use 'appropriate interrogation techniques' you think will get this guy singing.", 0);
//					tw.QueueMessage("He's almost there, keep up the good work",0);
//					tw.QueueMessage("Oh, I'll handle all the 'dirty work' so you can keep your HANDS CLEAN");
//				}
            }

            else if (objectNumber == 4)             // Previous Convictions
            {
                Debug.Log("I'm an event for Previous Convictions");
            }

            else if (objectNumber == 5)             // Personal Affects
            {
                Debug.Log("I'm an event for Personal Affects");
            }

            else if (objectNumber == 6)             // Stats
            {
                Debug.Log("I'm an event for Stats");
            }

            else if (objectNumber == 7)             // Occupation
            {
                tw.QueueMessage("So you're a chemist, eh?", 0);
                tw.QueueMessage("No shit Sherlock. I used to work at Delmont University. Jesus ...", 1);
            }

            else if (objectNumber == 8)             // Known Affiliates
            {
                Debug.Log("I'm an event for Known Affiliates");
            }

            else if (objectNumber == 9)             // Reason For Arrest
            {
                Debug.Log("I'm an event for Reason For Arrest");
            }

            else if (objectNumber == 10)             // Portrait
            {
                Debug.Log("I'm an event for Portrait");

                tw.QueueMessage("Odd, I don't remember having blue eyes.  Are you sure I'm your guy?", 1);
            }
        }
    }