Esempio n. 1
0
    IEnumerator SpawnClownerCust()
    {
        yield return(new WaitForSeconds(2));

        clownerCust.SetActive(true);
        TutFindPlayer findPlayerAi = clownerCust.GetComponent <TutFindPlayer>();

        if (findPlayerAi)
        {
            findPlayerAi.SetReachedPlayerCallback(() => {
                movementController.DisableMovementOfPlayer();
                Dialogue clownerDialogue = DialogueParser.Parse(
                    "{[R]1}Rumour has it that the one behind this chaos is a clown-" +
                    "{[R]1}Wait... What's that sound?");
                dialogueLoader.LoadAndRun(clownerDialogue, customerController);
                dialogueLoader.SetDialogueEndCallback(() => {
                    Debug.Log("Meet Donald McRonald in 2.5 seconds");
                    StartCoroutine(LoadGameScene());
                });
            });
        }
    }
Esempio n. 2
0
    IEnumerator SpawnFinalCust()
    {
        yield return(new WaitForSeconds(2)); // can adjust this longer/shorter as you deem fit

        clownerCust.SetActive(true);
        TutFindPlayer findPlayerAi = clownerCust.GetComponent <TutFindPlayer>();

        if (findPlayerAi)
        {
            findPlayerAi.SetReachedPlayerCallback(() => {
                movementController.DisableMovementOfPlayer();
                Dialogue clownerDialogue = DialogueParser.Parse(
                    "{[R]1}Hey chef, thanks for the happy meal-" +
                    "{[R]1}Knowing the monsters are gone really puts a smile to our faces :)" +
                    "{[R]1}Thank you for restoring peace to the town!");
                dialogueLoader.LoadAndRun(clownerDialogue, customerController);
                dialogueLoader.SetDialogueEndCallback(() => {
                    Debug.Log("Rolling the credits ~");
                    ShowCredits(); // not sure if should change this to coroutine?
                });
            });
        }
    }