Esempio n. 1
0
        public HappyForCastleMan(NPC toControl, string currentDialogue)
            : base(toControl, currentDialogue)
        {
            toControl.SetCharacterPortrait(StringsNPC.Happy);
            toControl.ChangeFacialExpression(StringsNPC.Happy);

            curiousAboutSon.AddAction(new NPCCallbackAction(AskAboutSon));

            askToPlayMusic.AddAction(new UpdateDefaultTextAction(toControl, "I always wanted to play something compliments the seasons."));
            askToPlayMusic.AddAction(new NPCCallbackAction(ClearAllChoices));

            Action takeItemFromPlayer = new NPCTakeItemAction(toControl);
            Action textBoxUpdate = new UpdateCurrentTextAction(toControl, "This is perfect! I will be playing melodies around town.");
            Action defaultTextUpdate = new UpdateDefaultTextAction(toControl, "There is nothing better than serenading under the sunlight");

            CreateInstrumentReactions (toControl, takeItemFromPlayer, textBoxUpdate, defaultTextUpdate);
            //Add schedule action here

            _allChoiceReactions.Add(askAboutSon, new DispositionDependentReaction(curiousAboutSon));
            _allChoiceReactions.Add(playMusicialInstrument, new DispositionDependentReaction(askToPlayMusic));

            _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playHarp));
            _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playFlute));
        }
Esempio n. 2
0
        public DispleasedWithSon(NPC toControl, string currentDialogue)
            : base(toControl, currentDialogue)
        {
            toControl.SetCharacterPortrait(StringsNPC.Sad);
            toControl.ChangeFacialExpression(StringsNPC.Sad);
            playUnwantedInstrument.AddAction(new NPCCallbackAction(ClearAllChoices));
            playUnwantedInstrument.AddAction(new UpdateCurrentTextAction(toControl, "Not now, maybe later."));

            LikesThePlayerReactions(toControl);
            HatesThePlayerReactions(toControl);

            sayNothing.AddAction(new NPCCallbackAction(ActAsAMime));
            _allChoiceReactions.Add (ambivalent, new DispositionDependentReaction(sayNothing));

            _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playUnwantedInstrument));
            _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playUnwantedInstrument));
        }