Esempio n. 1
0
    new void Start()
    {
        base.Start();
        //BC
        bc  = GetComponent <BackgroundChatter>();
        col = Color.blue;
        //DIALOG
        Dialog = Dialogbox.Dialogsystem.gameObject;


        Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate {
            end = true, callback = talkedToFriend
        };
        Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate {
            Avatar = Portrait, Title = "Rosie", Message = "You're here!! I'm so happy you made it. Have you seen Mew? Can you maybe check, if they are alright. They like you so much. ", optionA = "Sure, I wanted to find Miss Mister Mew anyway.", optionB = "Uhm, they were stressing out a bit, so I let them out of the flat.", oA_changeval = -10f, oB_changeval = 20f, end = false, callback = talkedToFriend
        };
        Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition {
            origial = ds0, oA_followup = Dend, oB_followup = Dend
        };
        ds    = new Dialogbox.Dialogstate[2];
        ds[0] = ds0;
        ds[1] = Dend;
        dt    = new Dialogbox.Dialogtransition[1];
        dt[0] = dt0;

        annoy = GetComponent <Annoying>();

        //PATHFINDING
        pm = GetComponent <PersonMotor>();


        NextBehavior();
    }
Esempio n. 2
0
    new void Start()
    {
        base.Start();
        //BC
        bc  = GetComponent <BackgroundChatter>();
        col = Color.blue;
        //DIALOG
        Dialog = Dialogbox.Dialogsystem.gameObject;


        Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate {
            end = true, callback = talkedToFriend
        };
        Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate {
            Avatar = Portrait, Title = "Jill", Message = "Did you see that? One of Rosie's housemates is actually keeping a bird in a cage. It didn't look very happy. And it has to share the flat with a cat, too.", optionA = "Yeah, that seems stressful for the bird. They probably keep the door to that room shut, normally.", optionB = "", oA_changeval = 0, oB_changeval = 0, end = false
        };
        Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition {
            origial = ds0, oA_followup = Dend, oB_followup = Dend
        };
        ds    = new Dialogbox.Dialogstate[2];
        ds[0] = ds0;
        ds[1] = Dend;
        dt    = new Dialogbox.Dialogtransition[1];
        dt[0] = dt0;

        annoy = GetComponent <Annoying>();

        //PATHFINDING
        pm = GetComponent <PersonMotor>();



        NextBehavior();
    }
 new void Start()
 {
     base.Start();
     //BC
     bc = GetComponent <BackgroundChatter>();
     //DIALOG
     Dialog = Dialogbox.Dialogsystem.gameObject;
     Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate {
         end = true
     };
     Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate {
         Avatar = Portrait, Title = "Art Dealer", Message = "Do you want to buy that picture?", optionA = "How much is it?", optionB = "what..no!", oA_changeval = 0f, oB_changeval = 0f, end = false
     };
     Dialogbox.Dialogstate ds1 = new Dialogbox.Dialogstate {
         Avatar = Portrait, Title = "Art Dealer", Message = "500.000€", optionA = "Can we talk about sth else", optionB = "no bye,", oA_changeval = 0f, oB_changeval = 0f, end = false
     };
     Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition {
         origial = ds0, oA_followup = ds1, oB_followup = Dend
     };
     Dialogbox.Dialogtransition dt1 = new Dialogbox.Dialogtransition {
         origial = ds1, oA_followup = ds0, oB_followup = Dend
     };
     ds    = new Dialogbox.Dialogstate[3];
     ds[0] = ds0;
     ds[1] = ds1;
     ds[2] = Dend;
     dt    = new Dialogbox.Dialogtransition[2];
     dt[0] = dt0;
     dt[1] = dt1;
     //PATHFINDING
     pm = GetComponent <PersonMotor>();
     PATHS.Add(PathA);
     PATHS.Add(PathB);
     PATHS.Add(PathC);
     PATHS.Add(PathD);
     PATHS.Add(PathE);
     pm.StartWalking(PATHS[0], NextBehavior);
 }