Esempio n. 1
0
    public void CreateSingleBox(float x, float y, Dialoug node, string text, boxTypes type)
    {
        GameObject temp;

        if (type == boxTypes.playerNormal)
        {
            temp = Instantiate(PlayerReesponceBox, new Vector2(xPosition, yPostion), Quaternion.identity);
        }
        else if (type == boxTypes.PlayerFM)
        {
            temp = Instantiate(PlayerFMResponceBox, new Vector2(xPosition, yPostion), Quaternion.identity);
        }
        else if (type == boxTypes.CNPCFM)
        {
            temp = Instantiate(CNPCfmBox, new Vector2(xPosition, yPostion), Quaternion.identity);
        }
        else
        {
            temp = Instantiate(CNPCUIResponceBoxPrefab, new Vector2(xPosition, yPostion), Quaternion.identity);
        }

        temp.gameObject.transform.SetParent(parentContent.transform, false);
        temp.gameObject.GetComponentInChildren <Text>().text  = text;
        temp.gameObject.GetComponentInChildren <Text>().color = Color.black;


        yPostion += -130;
    }
Esempio n. 2
0
 void clickedOnRumor(Dialoug node)
 {
     listOfUIPrefabs[0].GetComponent <Text>().text = node.UnbiasedOpeningStatment;
     //add methiod on click of the object itself spawns two objects underneath it
     //listOfUIPrefabs[0].GetComponentInChildren<Text>().text.Length.ToString... along these lines and show
     //potential mapping
     //it seems - currentcnpc.name - made them think of --- sv
 }
Esempio n. 3
0
    public int getHeight()
    {
        int     height      = 1;
        Dialoug currentNode = this;

        while (currentNode.parent != null)
        {
            height++;
            currentNode = currentNode.parent;
        }
        return(height);
    }
Esempio n. 4
0
    public string ReturnSchema(string tag, Dialoug characterNode) //used in combo with flags to construt arguments, this returns the schema accoring to father models
    {
        Debug.Log(" tag is " + tag + "charanode" + characterNode);
        string schemaName = "NoSchemaFound";

        switch (tag)
        {
        case ("InLovewithspouseoffriend"):
            foreach (Dialoug d in characterNode.parent.children)    //send in the parent ( thing that contains sub nodes )
            {
                if (d.Pattern != "WillActOnLove")
                {
                    schemaName = "highStrength"; //depicts moral strength // later will translate into something like "he applies self displine well.////
                    // add text later - - something like oh wow they have self restraint... ect
                }                                //else -not strength
                else if (d.Pattern == "WillActOnLove")
                {
                    schemaName = "highRetribution";    //something along the lines of he deserves to be punished ...ect
                }
            }
            break;

        case ("likesToDate"):
            schemaName = "lowMoralBoundaries";
            break;

        case ("departed"):
            schemaName = "lowMoralboundaries";    //influingg others - negative
            break;

        case ("hardWorker"):
        case ("IsWealthy"):
            foreach (Dialoug d in characterNode.parent.children)
            {
                if (d.Pattern == "IsRichButNotGenrous")
                {
                    schemaName = "highMoralOrder";    // also true as self dispiince here  // along th elines of it's their work they shouild do with it as they see fir
                }
            }
            break;

        case ("hasAbestFriend"):
            foreach (Dialoug d in characterNode.parent.children)
            {
                if (d.Pattern == "friendwithabestfriendsenemy")
                {
                    schemaName = "lowMoralboundaries";    // also true as self dispiince here  // along th elines of it's their work they shouild do with it as they see fir
                }
            }
            break;

        case ("butcherRole"):
            schemaName = "highMoralOrder";    //what fits naturally
            break;

        case ("flipflop"):
            schemaName = "lowMoralboundaries";    //devaiting from the norm - bad
            break;

        case ("widowedbutnotgrieving"):
            schemaName = "lowMoralboundaries";
            break;

        default:
            return("noSchemasFound");
        }
        //add new values and resturcture this
        return(schemaName);
    }