Esempio n. 1
0
        private void Start()
        {
            _decisionPointModifier = GetComponent <DecisionPointModifier>();
            _decisionItem          = GetComponent <DecisionItem>();
            _collisionNotifier     = GetComponentInChildren <CollisionNotifier>();

            _collisionNotifier.OnTriggerEntered += HandleOnTriggerEnter;
            _collisionNotifier.OnTriggerExited  += HandleOnTriggerExit;

            // Debug Check for Position
            if (decisionPointPosition == null)
            {
                Debug.LogError($"Warning No Decision Position: {gameObject.name}");
            }
        }
Esempio n. 2
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        public static List <DecisionItem> getDecisionList(string helpText)
        {
            string decisionGroup         = retriveDecisionGroupFromActivityHelpText(helpText);
            List <DecisionItem> returned = new List <DecisionItem>();

            using (EServicesDBContext a = new EServicesDBContext())
            {
                var decisions = !string.IsNullOrEmpty(helpText)?(from p in a.view_DecisionChoices where p.LookupGroup.Equals(decisionGroup) select new { p.TextAR, p.TextEN, p.Lookup_Item_ID, p.CommentsMandatory }).ToArray() : (from p in a.view_DecisionChoices select new { p.TextAR, p.TextEN, p.Lookup_Item_ID, p.CommentsMandatory }).ToArray();

                foreach (var oneRecord in decisions)
                {
                    DecisionItem oneDecision = new DecisionItem();
                    oneDecision.Value  = oneRecord.Lookup_Item_ID;
                    oneDecision.TextAR = oneRecord.TextAR;
                    oneDecision.TextEN = oneRecord.TextEN;
                    oneDecision.CommentsAreMandatory = oneRecord.CommentsMandatory;

                    returned.Add(oneDecision);
                }
            }
            return(returned);
        }
Esempio n. 3
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        public override bool AffectPlayer(Vector3 playerPosition, PlayerController playerController, DecisionItem decisionItem)
        {
            foreach (Rigidbody fallItem in fallItems)
            {
                fallItem.isKinematic = false;
            }

            _itemsThrown     = true;
            _currentFallTime = makeItemsDestroyAfterTime;

            return(false);
        }
Esempio n. 4
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        public override bool AffectPlayer(Vector3 playerPosition, PlayerController playerController, DecisionItem decisionItem)
        {
            if (!decisionItem.IsItemCollected())
            {
                GameObject effectInstance = Instantiate(effectPrefab, transform.position, effectPrefab.transform.rotation);
                effectInstance.transform.localScale = Vector3.one * 10;
                SfxAudioManager.Instance.PlaySound(collectionSound);
            }

            return(true);
        }
 public void RemoveItemFromPlayerInventory(DecisionItem decisionItem)
 {
     // TODO: Implement this function
 }
Esempio n. 6
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        public override bool AffectPlayer(Vector3 playerPosition, PlayerController playerController, DecisionItem decisionItem)
        {
            SfxAudioManager.Instance.PlaySound(deathAudioClip);
            playerController.PlayDeathAnimation();

            return(false);
        }
Esempio n. 7
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        public override bool AffectPlayer(Vector3 playerPosition, PlayerController playerController, DecisionItem decisionItem)
        {
            playerController.PlayFallDeathAnimation(movePlayerToPoint);

            return(false);
        }
 public virtual bool AffectPlayer(Vector3 playerPosition, PlayerController playerController, DecisionItem decisionItem)
 {
     return(true);
 }