public void EndDialogue() { display.GetComponent <PanelScript>().hide(); //options.GetComponent<PanelScript>().show(); //playerNav.gameObject.SetActive(true); player.switchState(Transitions.Command.waitForEnemy); Debug.Log("End of Dialogue"); }
// Update is called once per frame void Update() { switch (player.getState()) { //need a way to differentiate when this state has been called by //player action or enemy action case Transitions.ProcessState.dialogue: TriggerDialogue(); if (turn == 0) { player.switchState(Transitions.Command.waitForEnemy); } else if (turn == 1) { player.switchState(Transitions.Command.waitForPlayer); } break; default: break; } }
public void EnemyTurn() { Attacks move = new Attacks(); (int, int, int)stats = (0, 0, 0); int whatItChooses = Random.Range(1, 5); switch (whatItChooses) { case 1: stats = move.Use(name); print("They scared you!"); break; case 2: stats = move.Use(name); print("They healed themself"); break; case 3: stats = move.Use(name); print("They attacked you!"); break; case 4: stats = move.Use(name); print("Their mental attribute increased"); break; } string[] msg = new string[] { "Your anixety changed by " + stats.Item1 + "!\nYour will changed by " + stats.Item2 + "!" }; displayStat.TriggerDialogue(new Dialogue("", msg)); SMDialogueTrigger.turn = 1; player.switchState(Transitions.Command.enemyChoice); }
public void Die() { //should display final dialogue before battle exit player.switchState(Transitions.Command.exitBattle); //what happens to an NPC when they're defeated? }
private void SpeakToNPC() { print("Start battle"); player.switchState(Transitions.Command.startBattle); SceneManager.LoadScene("Combat"); }
private void CheckForAction(string action) { if (Input.GetKeyDown(KeyCode.X)) { options.show(); attack.hide(); skills.hide(); items.hide(); player.switchState(Transitions.Command.back); } Text text; string name; Action move = new Attacks(); (int, int, int)stats = (0, 0, 0); switch (action) { case "attack": break; case "skill": move = new Skills(); break; case "item": //move = new Items(); break; default: break; } if (Input.GetKeyDown(KeyCode.Z)) { //gonna need a way to scroll down for when there are more than 4 options switch (index) { case 0: text = button0.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button0.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 1: text = button1.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button1.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 2: text = button2.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button2.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 3: text = button3.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button3.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; default: break; } playerNav.gameObject.SetActive(false); string[] msg = new string[] { "Your anixety changed by " + stats.Item1 + "!\nYour will changed by " + stats.Item2 + "!\nYou dealt " + stats.Item3 + " damage to the enemy!" }; displayStat.TriggerDialogue(new Dialogue("", msg)); SMDialogueTrigger.turn = 0; player.switchState(Transitions.Command.playerChoice); } }