Exemple #1
0
    public static void Play_Tank_AfterJoin()
    {
        // After Defeating the Tank, Tank Joins team
        UIBlack.Show();
        OvermapHandler.StopOvermapRunning();
        Character playerCharacter = GameData.GetCharacter(Character.Type.Player);
        Character tankCharacter   = GameData.GetCharacter(Character.Type.Tank);

        Dialogue dialogue = Dialogue.GetInstance();

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, true);
                dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player));
                dialogue.ShowRightCharacter(GameAssets.i.s_TankPortrait, false);
                dialogue.ShowRightCharacterName("???");
                dialogue.ShowRightText("Ok ok you win!");
            },
            () => { dialogue.ShowRightText("You are such a strong Warrior, my apologies for doubting you"); },
            () => { dialogue.ShowLeftActiveTalkerHideRight("That's okay, you're quite strong yourself!"); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("Please allow me to redeem myself by joining you on your quest to defeat the Evil Monster!"); },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Sure, help is always needed, my name is " + playerCharacter.name); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("And I'm..."); },
            () => {
                dialogue.Hide();
                Window_PickName.ShowAvailableNames((string selectedName) => {
                    tankCharacter.name = selectedName;
                    dialogue.Show();
                    dialogue.PlayNextAction();
                });
            },
            () => {
                dialogue.ShowRightActiveTalkerHideLeft("I'm " + tankCharacter.name);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Tank));
            },
            () => { dialogue.ShowRightText("Oh hey and this is my buddy Sleezer!"); },
            () => { dialogue.ShowRightText("He goes everywhere with me"); },
            () => { dialogue.ShowRightText("He's a bit of a goofball but he's good company"); },
            () => {
                dialogue.ShowRightCharacter(GameAssets.i.s_SleezerPortrait, false);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Sleezer));
                //dialogue.ShowRightCharacterName("???");
                dialogue.ShowRightText("Hihihi that's me!");
            },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Oh Sleezer! You're adorable!"); },
            () => { dialogue.ShowLeftText("Alright, onwards on our Quest!"); },
            () => {
                dialogue.Hide();
                UIBlack.Hide();
                OvermapHandler.StartOvermapRunning();
                GameData.state = GameData.State.GoingToTownCenter;
                Window_QuestPointer.Create(GameAssets.i.Map.Find("townCenter").position, Color.white, Color.white);
            },
        }, true);
    }
Exemple #2
0
    public static void Play_Start()
    {
        OvermapHandler.StopOvermapRunning();
        UIBlack.Show();
        Character playerCharacter = GameData.GetCharacter(Character.Type.Player);
        Dialogue  dialogue        = Dialogue.GetInstance();

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, false);
                dialogue.ShowLeftText("What happened?");
                dialogue.ShowLeftCharacterName("???");
                dialogue.HideRightCharacter();
                dialogue.HideRightText();
                dialogue.HideRightCharacterName();
            },
            () => {
                dialogue.ShowLeftText("What was I doing?");
            },
            () => {
                dialogue.ShowLeftText("Oh right, I was going to defeat the Evil Monster in the Evil Castle");
            },
            () => {
                dialogue.ShowLeftText("What was my name again?");
            },
            () => {
                dialogue.Hide();
                Window_KeyContinue.Hide_Static();
                Window_PickName.ShowAvailableNames((string selectedName) => {
                    playerCharacter.name = selectedName;
                    dialogue.Show();
                    dialogue.PlayNextAction();
                });
            },
            () => {
                dialogue.ShowLeftText("Oh that's right, I'm " + playerCharacter.name);
                dialogue.ShowLeftCharacterName(playerCharacter.name);
            },
            () => {
                dialogue.ShowLeftText("Alright let's go!");
            },
            () => {
                dialogue.Hide();
                UIBlack.Hide();
                OvermapHandler.StartOvermapRunning();
                //GameData.state = GameData.State.GoingToTownCenter;
            },
        }, true);
    }
Exemple #3
0
    public static void Play_SurvivedTavernAmbush()
    {
        // Healer after Tavern ambush
        UIBlack.Show();
        OvermapHandler.StopOvermapRunning();
        Dialogue  dialogue        = Dialogue.GetInstance();
        Character healerCharacter = GameData.GetCharacter(Character.Type.Healer);

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, true);
                dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player));
                dialogue.HideLeftText();
                dialogue.ShowRightCharacter(GameAssets.i.s_HealerPortrait, false);
                dialogue.ShowRightCharacterName("???");
                dialogue.ShowRightText("You've saved us all!");
            },
            () => { dialogue.ShowRightText("Oh no, you're hurt, let me help you"); },
            () => {
                UIBlack.Hide();
                dialogue.Hide();
                // Player Heal
                FunctionTimer.Create(() => {
                    OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).Heal(200);
                    OvermapHandler.GetInstance().GetPlayer().Heal(200);
                }, .2f);
                FunctionTimer.Create(() => {
                    /*
                     * Character uniqueCharacter = GameData.GetCharacter(Character.Type.Player);
                     * uniqueCharacter.stats.health = uniqueCharacter.stats.healthMax;
                     * uniqueCharacter = GameData.GetCharacter(Character.Type.Tank);
                     * uniqueCharacter.stats.health = uniqueCharacter.stats.healthMax;
                     */

                    UIBlack.Show();
                    dialogue.Show();
                    dialogue.ShowRightText("You look like a strong warrior on a dangerous quest, need help?");
                }, .5f);
            },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Sure thing, the path will be dangerous so it will be nice to have a healer"); },
            () => { dialogue.ShowLeftText("What to they call you?"); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("My name is..."); },
            () => {
                dialogue.Hide();
                Window_PickName.ShowAvailableNames((string selectedName) => {
                    healerCharacter.name = selectedName;
                    dialogue.Show();
                    dialogue.PlayNextAction();
                });
            },
            () => {
                dialogue.ShowRightText("My name is " + healerCharacter.name);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Healer));
            },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Nice to meet you " + healerCharacter.name); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("We should pick up some supplies before we go"); },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Alright, let's go"); },
            () => {
                GameData.state = GameData.State.HealerJoined;
                healerCharacter.isInPlayerTeam = true;
                healerCharacter.subType        = Character.SubType.Healer_Friendly;
                OvermapHandler.SaveAllCharacterPositions();
                Loader.Load(Loader.Scene.GameScene);
            },
        }, true);
    }