Exemple #1
0
        public void Interact()
        {
            if (akd.DialoguePlaying())
            {
                akd.CreateDialogue();
                // There should be only one line of dialogue, so we can make it true here
                itemObtained = true;
            }
            else
            {
                if (possessedAmount > 0)
                {
                    int amount = possessedAmount >= obtainedAmount ? obtainedAmount : possessedAmount;
                    Grid.inventory.AddItem(itemID, amount);
                    possessedAmount -= amount;

                    if (sharedItem)
                    {
                        // Update the shared interactables
                        foreach (var shared in sharedWith)
                        {
                            shared.possessedAmount -= amount;
                        }
                    }

                    Grid.soundManager.PlaySound(Grid.itemDataBase.FetchItemByID(itemID).PickUpSound);

                    string[] arr        = { Application.dataPath, "Text", Grid.optionsManager.lang, "General", "getItem" };
                    string   dialogPath = string.Join("/", arr);
                    akd.getDialogueFiles(dialogPath);
                    // Replace text with item information
                    // In theory, only 1 string
                    for (int i = 0; i < akd.dialogue.Length; i++)
                    {
                        for (int j = 0; j < akd.dialogue[i].Length; j++)
                        {
                            akd.dialogue[i][j] = akd.dialogue[i][j].Replace(AMOUNT, amount.ToString());
                            akd.dialogue[i][j] = akd.dialogue[i][j].Replace(NAME, Grid.itemDataBase.FetchItemByID(itemID).Name_en);
                        }
                    }

                    interacted.Invoke();

                    akd.CreateDialogue();
                }
            }
        }
Exemple #2
0
        /*
         * private IEnumerator NoCharacterControl()
         * {
         *  // Make the character not be able to be controlled while the knockback is happening.
         *  CanMove = false;
         *  // Wait for 'noControlTime' time before being able to control the character again.
         *  yield return new WaitForSeconds(HitAnimationTime);
         *  // Stop the knockback.
         *  characterEntity.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
         *  // We can now move the character.
         *  CanMove = true;
         * }
         *
         * private IEnumerator HitAnimation()
         * {
         *  CharacterAnimator.SetBool("IsHit", true);
         *  yield return new WaitForSeconds(HitAnimationTime);
         *  CharacterAnimator.SetBool("IsHit", false);
         * }
         */

        public void Interact()
        {
            // Make the NPC face the player
            Vector2 playerPos = Grid.setup.player.characterEntity.transform.position;
            Vector2 NPCPos    = characterEntity.transform.position;
            Vector2 posDiff   = playerPos - NPCPos;
            float   hor       = Mathf.Abs(posDiff.x) < Mathf.Abs(posDiff.y) ? 0f : (playerPos.x > NPCPos.x ? 1f : -1f);
            float   vert      = Mathf.Abs(posDiff.x) > Mathf.Abs(posDiff.y) ? 0f : (playerPos.y > NPCPos.y ? 1f : -1f);

            CharacterAnimator.SetFloat("FaceX", hor);
            CharacterAnimator.SetFloat("FaceY", vert);

            // Record the interaction (since Interact executed also to close the dialogue, only record the first time)
            if (!akd.DialoguePlaying())
            {
                Grid.recorder.Interacted(DialogueDirectory);
                Grid.recorder.AddInteraction(DialogueDirectory);
            }
            // Create dialog
            akd.CreateDialogue();
        }
Exemple #3
0
 public void Speak()
 {
     akd.CreateDialogue();
 }