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(); }
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); }