Esempio n. 1
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 public void DropBarricade()
 {
     SetBarricadeDown();
     // Will do nicer thing with animation, trigger, etc later
     trigger.Triggered = true;
     trigger.Save();
     Debug.Log("Dropped barricade");
 }
Esempio n. 2
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 public void BossBattleWin()
 {
     // make character join party
     RPGsys.Character newMember = Utility.InstantiateSameName <RPGsys.Character>(partyMemberPrefab);
     newMember.transform.SetParent(GameController.Instance.playerTeam.transform);
     encounterWon.Triggered = true;
     encounterWon.Save();
     // TODO some effect on character joining instead of just disappearing
     gameObject.SetActive(false);
 }
Esempio n. 3
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        IEnumerator OpenChestRoutine(InteractionUser user)
        {
            // Suspend interactions
            SceneLoader.Instance.currentSceneController.SetBusy();

            // TODO factor out dialogue stuff to some other class

            // HACK this feels dirty
            bool wait = true;

            UnityEngine.Events.UnityAction continueAction = () => wait = false;
            System.Func <bool>             waitP          = () => { return(wait); };

            dialogue.SetTitle("Treasure Chest");
            dialogue.ClearButtons();
            dialogue.AddButton("Next", continueAction);
            dialogue.SetPortrait(treasureImage);
            dialogue.ShowBox();
            if (contents.Count > 0)
            {
                internalGlow.Play();
                animator.SetTrigger("Opening");
                dialogue.SetDialogue("It was full of treasure!");
                yield return(new WaitWhile(waitP));

                wait = true;
                dialogue.SetDialogue("You found:\n" + ContentsText());
                dialogue.ClearButtons();
                dialogue.AddButton("Exit", continueAction);
                dialogue.RebuildLayout();

                // Add items to inventory
                foreach (RPGItems.Item item in contents)
                {
                    GameController.Instance.inventory.Add(Instantiate(item));
                }
                EmptyChest();
                trigger.Triggered = true;
                trigger.Save();

                yield return(new WaitWhile(waitP));
            }
            else
            {
                dialogue.SetDialogue("The chest was empty");
                dialogue.ClearButtons();
                dialogue.AddButton("Exit", continueAction);
                dialogue.RebuildLayout();
                yield return(new WaitWhile(waitP));
            }
            dialogue.ClearButtons();
            dialogue.HideBox();

            SceneLoader.Instance.currentSceneController.ClearBusy();
        }
Esempio n. 4
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 //HACK
 private void OnTriggerEnter(Collider other)
 {
     if (!trigger.Triggered && other.GetComponent <CharacterController>() != null)
     {
         // Add this conversation's actors to manager
         foreach (KeyValuePair <string, Dialogue.DialogueActor> entry in m_actorDict)
         {
             dialogueManager.actors[entry.Key] = entry.Value;
         }
         dialogueManager.StartConversation(conversation);
         trigger.Triggered = true;
         trigger.Save();
     }
 }