// Gets the player's name from input and stores it to the player object public static void WelcomePlayer(Models.Character player) { while (player.Name == null) { TypingAnimation.Animate("Please enter a Player name: ", Color.DarkOrange); Console.Write("> ", Color.Yellow); var input = Console.ReadLine().Trim(); if (!string.IsNullOrWhiteSpace(input)) { player.Name = input[0].ToString().ToUpper() + input.Substring(1); } Console.Clear(); } const string welcomePlayer = "Hello, {0}!"; var playerName = new Formatter(player.Name, Color.Gold); Console.Clear(); Console.WriteLineFormatted(welcomePlayer, Color.YellowGreen, playerName); Console.WriteLine(); TypingAnimation.Animate( "Press <Enter> to spend your (" + player.Attributes.AvailablePoints + ") available Player Trait points...", Color.DarkOrange); Console.ReadLine(); Console.Clear(); }
// This displays after the user assigns their traits and begins the game public static void DisplayGameIntro() { Console.ReplaceAllColorsWithDefaults(); var enterKeyPressed = false; var r = 255; var g = 255; var b = 255; foreach (var line in ConsoleStrings.GameIntro) { if (enterKeyPressed) { Console.WriteLine(line, Color.FromArgb(r, g, b)); } else { enterKeyPressed = TypingAnimation.Animate(line, Color.FromArgb(r, g, b)); } g -= 25; b -= 25; } Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); }
// This displays after the user assigns their traits and begins the game public static void DisplayGameIntro() { Console.ReplaceAllColorsWithDefaults(); TypingAnimation.Animate(ConsoleStrings.GameIntro, Color.DarkTurquoise); Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); }
public static void PrintExitsToConsole(Models.Character player, Room.Models.Room currentRoom, bool animate = true) { var exits = StringDescriptionBuilder.CreateStringOfExitDescriptions(player, currentRoom.AvailableExits); if (animate) { Console.WriteLine(); TypingAnimation.Animate(exits, Color.Red); } else { Console.WriteLine(exits, Color.Red); } }
public static void PrintWeaponsToConsole(Models.Character player, Room.Models.Room currentRoom, bool animate = true) { var weapons = StringDescriptionBuilder.CreateStringOfWeaponDescriptions(player, currentRoom.RoomItems.WeaponItems); if (animate) { Console.WriteLine(); TypingAnimation.Animate(weapons == "" ? ConsoleStrings.NoWeaponsFound + "\n" : weapons, Color.Aquamarine); } else { Console.WriteLine(weapons == "" ? ConsoleStrings.NoWeaponsFound + "\n" : weapons, Color.Aquamarine); } }
public static bool HandlePlayerTradingItem(string fullInput, Character.Models.Character player, Room.Models.Room currentRoom, string inputWord, bool inputResolved) { if (currentRoom.RoomCharacters.Any()) { var substring = PlayerActionHandler.CreateSubstringOfActionInput(fullInput, inputWord); var character = RoomHandler.FindAnyMatchingCharacterByKeywords(substring.Trim(), currentRoom); var inventoryKeywords = GetAllInventoryItemKeywords(player); var foundItem = FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords, player.CarriedItems, new List <WeaponItem> { player.WeaponItem }); if (foundItem != null && character != null) { if (GiveItemIsOk(player, character, foundItem)) { var tradedItem = HandleItemTrade(player, character, foundItem, currentRoom); if (!string.IsNullOrEmpty(tradedItem.ItemName)) { TypingAnimation.Animate("\nYou give the " + foundItem.InventoryItems.First().ItemName + " to " + character.Name + ".\n" + character.Name + " gives you the " + tradedItem.ItemName + ".\n", Color.Gold); } else { TypingAnimation.Animate("Your inventory is full... You cannot take the " + tradedItem.ItemName + ".\n", Color.DarkOliveGreen); } inputResolved = true; } else { Colorful.Console.WriteLine(); TypingAnimation.Animate(character.Name + " doesn't want that item.\n", Color.DarkOliveGreen); inputResolved = true; } } } else { Colorful.Console.WriteLine("\nThere is no one here to give that to...", Color.DarkOliveGreen); inputResolved = true; } return(inputResolved); }
public override void OnInspectorGUI() { serializedObject.Update(); DrawDefaultInspector(); TypingAnimation typingAnimation = serializedObject.targetObject as TypingAnimation; EditorGUI.BeginChangeCheck(); cursorIndex = EditorGUILayout.Popup(cursorIndex, cursorOptions); if (EditorGUI.EndChangeCheck()) { if (cursorIndex == 0) { typingAnimation.SetCursor(' '); } else { typingAnimation.SetCursor(cursorOptions[cursorIndex][0]); } } if (GUILayout.Button("Test")) { typingAnimation.TypeString(typingAnimation.initialString); } if (GUILayout.Button("Blink")) { typingAnimation.StartBlinking(); } if (GUILayout.Button("Stop Blinking")) { typingAnimation.StopBlinking(); } if (GUILayout.Button("Delete All")) { typingAnimation.DeleteAll(); } serializedObject.ApplyModifiedProperties(); }
public static bool CanPickupItemWithAttributeRequirement(Character.Models.Character player, InventoryItem inventoryItem = null, WeaponItem weaponItem = null) { if (weaponItem != null) { Console.WriteLine(); if (PlayerMeetsRequirementForItem(player, weaponItem: weaponItem)) { TypingAnimation.Animate($"<{weaponItem.AttributeRequirementToTake.RequirementName}>!", Color.Gold); weaponItem.AttributeRequirementToSee = null; weaponItem.AttributeRequirementToTake = null; return(true); } TypingAnimation.Animate($"You need: <{weaponItem.AttributeRequirementToTake.RequirementName}> to take the {weaponItem.WeaponName}. \n", Color.DarkGoldenrod); return(false); } if (inventoryItem != null) { Console.WriteLine(); if (PlayerMeetsRequirementForItem(player, inventoryItem: inventoryItem)) { TypingAnimation.Animate($"<{inventoryItem.AttributeRequirementToTake.RequirementName}>!", Color.Gold); inventoryItem.AttributeRequirementToSee = null; inventoryItem.AttributeRequirementToTake = null; return(true); } TypingAnimation.Animate($"You need: <{inventoryItem.AttributeRequirementToTake.RequirementName}> to take the {inventoryItem.ItemName}. \n", Color.DarkGoldenrod); return(false); } return(false); }
// This handles any input the player enters inside a room, // and returns the next Room when the player decides to leave the current one public static Room.Models.Room HandlePlayerInput(string fullInput, Models.Character player, Room.Models.Room currentRoom) { var inputWords = fullInput.Split(ConsoleStrings.StringDelimiters); var inputResolved = false; foreach (var inputWord in inputWords) { string substring; List <string> inventoryKeywords; Items foundItem; switch (inputWord) { // We wouldn't normally use so many fall-throughs in an application... // But for a text based game it's really handy for supporting many inputs. // We don't want the user to try a word that should work and get frustrated. case "pickup": case "pick": case "grab": case "get": case "take": case "collect": case "gather": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; var roomItemKeywords = RoomHandler.GetAllRoomItemKeywords(currentRoom); substring = CreateSubstringOfActionInput(fullInput, inputWord); foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), roomItemKeywords, currentRoom.RoomItems.InventoryItems, currentRoom.RoomItems.WeaponItems); if (foundItem != null) { InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem, true); inputResolved = true; } break; case "drop": case "release": case "letgo": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player); substring = CreateSubstringOfActionInput(fullInput, inputWord); foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords, player.CarriedItems, new List <WeaponItem> { player.WeaponItem }); if (foundItem != null) { if (InventoryHandler.PickupOrDropItemIsOk(player, foundItem, false)) { InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem); inputResolved = true; } else { Console.WriteLine(); TypingAnimation.Animate("You cannot drop the " + foundItem.InventoryItems?.First()?.ItemName + " until you drop other items. \n" + "(The item you're trying to drop would decrease your inventory space) \n", Color.DarkOliveGreen); inputResolved = true; } } break; case "go": case "goto": case "goin": case "walk": case "run": case "enter": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; substring = CreateSubstringOfActionInput(fullInput, inputWord); var foundRoom = RoomHandler.FindAnyMatchingRoomByKeywords(substring.Trim(), currentRoom); if (foundRoom != null) { if (RoomHandler.DoesPlayerMeetRequirementsToEnter(player, currentRoom, foundRoom)) { return(foundRoom); } inputResolved = true; } break; case "talk": case "speak": case "chat": case "say": case "ask": case "tell": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; if (currentRoom.RoomCharacters.Any()) { substring = CreateSubstringOfActionInput(fullInput, inputWord); var character = RoomHandler.FindAnyMatchingCharacterByKeywords(substring.Trim(), currentRoom); if (character != null) { var characterResponse = GetCharacterResponse(character); Console.WriteLine(); Console.WriteLine(characterResponse + "\n", Color.Gold); inputResolved = true; } } else { Console.WriteLine("\nThere is no one here to talk to...", Color.DarkOliveGreen); inputResolved = true; } break; case "give": case "trade": case "offer": case "hand": case "toss": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; inputResolved = InventoryHandler.HandlePlayerTradingItem(fullInput, player, currentRoom, inputWord, inputResolved); break; case "fight": case "kill": case "attack": // TODO: Implement the combat system if an enemy is in the room... break; case "use": case "consume": case "eat": case "drink": case "read": case "look at": case "open": case "swing": case "shoot": case "fire": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player); substring = CreateSubstringOfActionInput(fullInput, inputWord); foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords, player.CarriedItems, new List <WeaponItem> { player.WeaponItem }); if (foundItem != null) { inputResolved = InventoryHandler.HandleItemBeingUsed(player, foundItem, inputWord); } break; case "item": case "items": player.PersistDisplayedItems = true; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; inputResolved = true; break; case "weapon": case "weapons": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = true; player.PersistDisplayedExits = false; inputResolved = true; break; case "exit": case "exits": case "leave": case "door": case "doors": case "out": case "where": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = true; inputResolved = true; break; case "inventory": case "inv": case "carried": case "carrying": case "pockets": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; var playerInventory = StringDescriptionBuilder.CreateStringOfPlayerInventory(player, true); Console.WriteLine(); Console.WriteLine(playerInventory, Color.ForestGreen); inputResolved = true; break; case "character": case "status": case "stat": case "stats": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; var characterInfo = StringDescriptionBuilder.CreateStringOfPlayerInfo(player); Console.WriteLine(); Console.WriteLine(characterInfo, Color.ForestGreen); inputResolved = true; break; case "info": case "help": case "guidance": case "assist": case "assistance": case "?": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; Console.ReplaceAllColorsWithDefaults(); Console.WriteLineStyled(ConsoleStrings.GameHelp, ConsoleStringStyleSheets.GameHelpStyleSheet(Color.MediumPurple)); inputResolved = true; break; case "helpoff": case "helpon": player.PersistDisplayedItems = false; player.PersistDisplayedWeapons = false; player.PersistDisplayedExits = false; player.ShowInputHelp = !player.ShowInputHelp; Console.WriteLine( player.ShowInputHelp ? "\nInput words shown above prompt text." : "\nInput words hidden from prompt text.", Color.MediumPurple); Console.WriteLine(); inputResolved = true; break; case "save": // This isn't really necessary, I just liked the idea of the user having to complete the tutorial first if (currentRoom.RoomName == "Your Bedroom") { Console.WriteLine($"\nYou need to leave {currentRoom.RoomName} before you can save.", Color.DarkOrange); inputResolved = true; break; } Console.WriteLine("\nSave the game and close? (y/n)", Color.White); Console.WriteLine("Note - This will overwrite any current save file!", Color.White); Console.Write(">", Color.White); var response = Console.ReadLine(); if (!string.IsNullOrEmpty(response) && response.ToLower()[0].Equals('y')) { return(new Room.Models.Room { RoomName = ConsoleStrings.SaveGame }); } Console.WriteLine("\nSave cancelled.", Color.White); inputResolved = true; break; } } // We don't know what the user is trying to do at this point if (!inputResolved) { Console.WriteLine(); TypingAnimation.Animate("You " + fullInput + "...", Color.Chartreuse, 40); TypingAnimation.Animate(". . . Nothing happens. \n", Color.Chartreuse, 40); } // Keeps the Item, Weapon, or Exit descriptions displayed for easier play if (!player.PersistDisplayedItems && !player.PersistDisplayedWeapons && !player.PersistDisplayedExits) { Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); } Console.Clear(); Console.ReplaceAllColorsWithDefaults(); return(null); }
public static bool HandleItemBeingUsed(Character.Models.Character player, Items foundItem, string playerInput) { if (foundItem?.WeaponItems?.First() != null) { Console.WriteLine(); TypingAnimation.Animate($"You swing your {foundItem.WeaponItems.First().WeaponName} around wildly.\n", Color.ForestGreen); return(true); } if (foundItem?.InventoryItems?.First() != null) { var item = foundItem.InventoryItems.First(); if (item.TreatItemAs == ItemUseTypes.Default || item.TreatItemAs == ItemUseTypes.Key) { Console.WriteLine(); TypingAnimation.Animate($"You {playerInput} the {item.ItemName} but nothing happens...\n", Color.ForestGreen); return(true); } if (item.TreatItemAs == ItemUseTypes.Wearable) { Console.WriteLine(); TypingAnimation.Animate($"You're already wearing the {item.ItemName}...\n", Color.ForestGreen); return(true); } if (item.TreatItemAs == ItemUseTypes.Document) { var traitsAdded = ""; foreach (var trait in item.ItemTraits) { if (!string.IsNullOrEmpty(trait.RelevantCharacterAttribute)) { if (trait.TraitValue > 0) { traitsAdded += $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!"; AttributeHandler.AddCharacterAttributesByTrait(player, trait); trait.TraitName = ""; trait.TraitValue = 0; } } } Console.WriteLine(); TypingAnimation.Animate($"You read the {item.ItemName}: {traitsAdded}\n \n\n{item.DocumentText}\n", Color.GhostWhite); return(true); } if (item.TreatItemAs == ItemUseTypes.ConsumableAttribute) { var traitsAdded = ""; foreach (var trait in item.ItemTraits) { if (!string.IsNullOrEmpty(trait.RelevantCharacterAttribute)) { traitsAdded += $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!"; AttributeHandler.AddCharacterAttributesByTrait(player, trait); } } player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed; player.CarriedItems.Remove(item); Console.WriteLine(); TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen); return(true); } if (item.TreatItemAs == ItemUseTypes.ConsumableBattery) { var flashlight = player.CarriedItems.SingleOrDefault(i => i.ItemName == Program.ItemCreator.Flashlight.ItemName); var traitsAdded = ""; foreach (var trait in item.ItemTraits) { if (!string.IsNullOrEmpty(flashlight?.ItemName)) { traitsAdded += $"\n\tFlashlight battery: ({trait.TraitValue}%)!"; FlashlightBatteryUpdate.FlashlightBatteryChange(flashlight, percentToSet: trait.TraitValue); } } if (!string.IsNullOrEmpty(flashlight?.ItemName)) { player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed; player.CarriedItems.Remove(item); Console.WriteLine(); TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen); return(true); } Console.WriteLine(); TypingAnimation.Animate($"You don't have anything to use the {item.ItemName} on...\n", Color.DarkOliveGreen); return(true); } if (item.TreatItemAs == ItemUseTypes.ConsumableHealth) { var traitsAdded = ""; if (player.HealthPoints < player.MaximumHealthPoints) { foreach (var trait in item.ItemTraits) { if (string.IsNullOrEmpty(trait.RelevantCharacterAttribute)) { if (player.HealthPoints + trait.TraitValue > player.MaximumHealthPoints) { player.HealthPoints = player.MaximumHealthPoints; } else { player.HealthPoints += trait.TraitValue; } traitsAdded += $"\n\tHealth Points: + ({trait.TraitValue})!"; } else { traitsAdded += trait.TraitValue >= 0 ? $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!" : $"\n\t{trait.RelevantCharacterAttribute} - ({-1 * trait.TraitValue})"; AttributeHandler.AddCharacterAttributesByTrait(player, trait); } } } if (!string.IsNullOrEmpty(traitsAdded)) { player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed; player.CarriedItems.Remove(item); Console.WriteLine(); TypingAnimation.Animate($"You consume the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen); return(true); } Console.WriteLine(); TypingAnimation.Animate( $"You don't need to use the {item.ItemName}, you have full Health Points...\n", Color.DarkOliveGreen); return(true); } if (item.TreatItemAs == ItemUseTypes.ConsumableAmmo) { var traitsAdded = ""; if (!string.IsNullOrEmpty(player.WeaponItem?.WeaponName) && !string.IsNullOrEmpty(player.WeaponItem?.AmmunitionType) && player.WeaponItem.AmmunitionType == item.AmmunitionType) { player.WeaponItem.AmmunitionAmount += item.AmmunitionAmount; traitsAdded += $"\n\t{player.WeaponItem.WeaponName} Ammo + ({item.AmmunitionAmount}) = ({player.WeaponItem.AmmunitionAmount})!"; player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed; player.CarriedItems.Remove(item); Console.WriteLine(); TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen); return(true); } Console.WriteLine(); TypingAnimation.Animate($"You don't have a weapon that uses {item.AmmunitionType}...\n", Color.DarkOliveGreen); return(true); } } return(false); }
// This updates the room and/or player when the exchange of an item occurs public static void HandleItemAddOrRemove(Character.Models.Character player, Room.Models.Room currentRoom, Items foundItem, bool removeItemFromRoom = false) { switch (removeItemFromRoom) { // We are removing an item from a room, adding it to player inventory case true: if (foundItem?.InventoryItems?.First() != null) { var meetsAnyRequirement = false; var needsToDropSameTypeItemFirst = false; InventoryItem carriedItemOfSameType = null; var inventoryItemToAddToPlayer = foundItem.InventoryItems.First(); if (inventoryItemToAddToPlayer?.AttributeRequirementToTake == null) { meetsAnyRequirement = true; } else if (inventoryItemToAddToPlayer?.AttributeRequirementToTake != null && CanPickupItemWithAttributeRequirement(player, inventoryItemToAddToPlayer)) { meetsAnyRequirement = true; } if (inventoryItemToAddToPlayer.TreatItemAs == ItemUseTypes.Bag || inventoryItemToAddToPlayer.TreatItemAs == ItemUseTypes.Wearable) { foreach (var item in player.CarriedItems) { if (item.TreatItemAs == ItemUseTypes.Bag && inventoryItemToAddToPlayer.TreatItemAs == ItemUseTypes.Bag || item.WearableType != "" && item.WearableType == inventoryItemToAddToPlayer.WearableType) { carriedItemOfSameType = item; needsToDropSameTypeItemFirst = true; break; } } } if (PickupOrDropItemIsOk(player, foundItem) && meetsAnyRequirement) { Console.WriteLine(); if (needsToDropSameTypeItemFirst) { TypingAnimation.Animate("You need to drop your " + carriedItemOfSameType.ItemName + " before you can take the " + inventoryItemToAddToPlayer?.ItemName + ".\n", Color.ForestGreen); } else { AttributeHandler.UpdatePlayerAttributesFromInventoryItem(player, inventoryItemToAddToPlayer); inventoryItemToAddToPlayer.InOriginalLocation = false; player.CarriedItems.Add(inventoryItemToAddToPlayer); player.Attributes.CarriedItemsCount += inventoryItemToAddToPlayer.InventorySpaceConsumed; currentRoom.RoomItems.InventoryItems.Remove(inventoryItemToAddToPlayer); TypingAnimation.Animate("You take the " + inventoryItemToAddToPlayer.ItemName + ".\n", Color.ForestGreen); } } else { if (meetsAnyRequirement) { Console.WriteLine(); TypingAnimation.Animate("Your inventory is full! \n" + "Drop or use an item to pick up the " + inventoryItemToAddToPlayer?.ItemName + ".\n", Color.DarkOliveGreen); } } } else if (foundItem?.WeaponItems != null) { var weaponItemToAddToPlayer = foundItem.WeaponItems.First(); if (string.IsNullOrEmpty(player.WeaponItem.WeaponName)) { AttributeHandler.UpdatePlayerAttributesFromWeaponItem(player, weaponItemToAddToPlayer); weaponItemToAddToPlayer.InOriginalLocation = false; player.WeaponItem = weaponItemToAddToPlayer; currentRoom.RoomItems.WeaponItems.Remove(weaponItemToAddToPlayer); Console.WriteLine(); TypingAnimation.Animate("You take the " + weaponItemToAddToPlayer?.WeaponName + ".\n", Color.ForestGreen); } else { var oldWeapon = player.WeaponItem.WeaponName.Clone(); DropWeaponAndPickupNew(player, currentRoom, weaponItemToAddToPlayer); player.WeaponItem = weaponItemToAddToPlayer; currentRoom.RoomItems.WeaponItems.Remove(weaponItemToAddToPlayer); Console.WriteLine(); TypingAnimation.Animate("You drop your " + oldWeapon + " for the " + weaponItemToAddToPlayer?.WeaponName + ".\n", Color.ForestGreen); } } break; // We are adding an item to a room, removing/dropping it from player inventory case false: if (foundItem?.InventoryItems != null) { var inventoryItemToRemoveFromPlayer = foundItem.InventoryItems.First(); DropItemInRoom(player, currentRoom, inventoryItemToRemoveFromPlayer); Console.WriteLine(); TypingAnimation.Animate("You drop the " + inventoryItemToRemoveFromPlayer?.ItemName + ".\n", Color.ForestGreen); } else if (foundItem?.WeaponItems != null) { var weaponItemToRemoveFromPlayer = foundItem.WeaponItems.First(); DropWeaponInRoom(player, currentRoom); Console.WriteLine(); TypingAnimation.Animate("You drop the " + weaponItemToRemoveFromPlayer?.WeaponName + ".\n", Color.ForestGreen); } break; } }
public void Awake() { typingAnimation = GetComponent <TypingAnimation>(); GetComponent <Button>().onClick.AddListener(ShowingScriptText); }
// Continuously asks user for a trait to add a point to until all available point are spent public static void SetPlayerTraits(Models.Character player) { var pendingPlayerAttributes = player.Attributes; var displayInfo = false; var playerReady = false; while (!playerReady) { string input; while (pendingPlayerAttributes.AvailablePoints > 0) { TypingAnimation.Animate( player.Name + ", you have (" + pendingPlayerAttributes.AvailablePoints + ") points to spend.", Color.Chartreuse, 20); Console.WriteLine(); Console.WriteLine("Current trait values:", Color.DarkOrange); Console.WriteLine("\t1. (Def)ense \t= " + pendingPlayerAttributes.Defense, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How resilient your character is to damage.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t2. (Dex)terity \t= " + pendingPlayerAttributes.Dexterity, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How agile or evasive your character is.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t3. (Luc)k \t= " + pendingPlayerAttributes.Luck, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How fortunate your character will be in their adventure.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t4. (Sta)mina \t= " + pendingPlayerAttributes.Stamina, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How many overall Health Points your character can have.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t5. (Str)ength \t= " + pendingPlayerAttributes.Strength, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How strong your character is; how much damage they can do.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t6. (Wis)dom \t= " + pendingPlayerAttributes.Wisdom, Color.AliceBlue); if (displayInfo) { Console.WriteLine("\t - How knowledgeable, sensible, or perceptive your character is " + "\n\t in regard to situations or their surroundings.", Color.Gray); Console.WriteLine(); } Console.WriteLine("\t?. Info - Toggle info on what each trait does...", Color.Gray); Console.WriteLine(); Console.WriteLine("Enter the number or trait name you'd like to add (1) point to.", Color.OrangeRed); Console.Write("> ", Color.Yellow); input = Console.ReadLine().ToLower(); if (input == "?" || input == "info") { displayInfo = !displayInfo; Console.Clear(); continue; } pendingPlayerAttributes = UpdateCharacterAttributesByInput(pendingPlayerAttributes, input); Console.Clear(); } TypingAnimation.Animate(player.Name + ", here are your final trait values: \n", Color.Red); Console.WriteLine("\tDefense \t= " + pendingPlayerAttributes.Defense, Color.AliceBlue); Console.WriteLine("\tDexterity \t= " + pendingPlayerAttributes.Dexterity, Color.AliceBlue); Console.WriteLine("\tLuck \t\t= " + pendingPlayerAttributes.Luck, Color.AliceBlue); Console.WriteLine("\tStamina \t= " + pendingPlayerAttributes.Stamina, Color.AliceBlue); Console.WriteLine("\tStrength \t= " + pendingPlayerAttributes.Strength, Color.AliceBlue); Console.WriteLine("\tWisdom \t\t= " + pendingPlayerAttributes.Wisdom, Color.AliceBlue); Console.WriteLine(); Console.WriteLine("Do you want to begin your adventure? (y/n)", Color.AntiqueWhite); Console.Write("> ", Color.Yellow); input = Console.ReadLine().ToLower(); switch (input) { case "n": case "no": pendingPlayerAttributes = new CharacterAttribute(); Console.Clear(); Console.ReplaceAllColorsWithDefaults(); break; default: playerReady = true; Console.Clear(); break; } } var healthIncrease = CharacterDefaults.HealthPerStaminaPointIncrease * (pendingPlayerAttributes.Stamina - CharacterDefaults.DefaultValueForAllAttributes); player.Attributes = pendingPlayerAttributes; player.MaximumHealthPoints += healthIncrease; player.HealthPoints += healthIncrease; }
// This updates the room and/or player when the exchange of an item occurs public static void HandleItemAddOrRemove(Character.Models.Character player, Room.Models.Room currentRoom, Items foundItem, bool removeItemFromRoom = false) { switch (removeItemFromRoom) { // We are removing an item from a room, adding it to player inventory case true: if (foundItem?.InventoryItems != null) { var inventoryItemToAdd = foundItem.InventoryItems.First(); if (player.Attributes.CarriedItemsCount + 1 <= player.Attributes.MaximumCarryingCapacity) { AttributeHandler.UpdatePlayerAttributesFromInventoryItem(player, inventoryItemToAdd); inventoryItemToAdd.InOriginalLocation = false; player.CarriedItems.Add(inventoryItemToAdd); player.Attributes.CarriedItemsCount += 1; currentRoom.RoomItems.InventoryItems.Remove(inventoryItemToAdd); Console.WriteLine(); TypingAnimation.Animate("You take the " + inventoryItemToAdd.ItemName + ".\n", Color.ForestGreen); } else { Console.WriteLine(); TypingAnimation.Animate("Your inventory is full! \n" + "Drop an item to pick up the " + inventoryItemToAdd?.ItemName + ".\n", Color.DarkOliveGreen); } } else if (foundItem?.WeaponItems != null) { var weaponItemToAdd = foundItem.WeaponItems.First(); if (string.IsNullOrEmpty(player.WeaponItem.WeaponName)) { AttributeHandler.UpdatePlayerAttributesFromWeaponItem(player, weaponItemToAdd); weaponItemToAdd.InOriginalLocation = false; player.WeaponItem = weaponItemToAdd; currentRoom.RoomItems.WeaponItems.Remove(weaponItemToAdd); Console.WriteLine(); TypingAnimation.Animate("You take the " + weaponItemToAdd?.WeaponName + ".\n", Color.ForestGreen); } else { var oldWeapon = player.WeaponItem.WeaponName.Clone(); DropWeaponAndPickupNew(player, currentRoom, weaponItemToAdd); AttributeHandler.UpdatePlayerAttributesFromWeaponItem(player, weaponItemToAdd); player.WeaponItem = weaponItemToAdd; currentRoom.RoomItems.WeaponItems.Remove(weaponItemToAdd); Console.WriteLine(); TypingAnimation.Animate("You drop your " + oldWeapon + " for the " + weaponItemToAdd?.WeaponName + ".\n", Color.ForestGreen); } } break; // We are adding an item to a room, removing/dropping it from player inventory case false: if (foundItem?.InventoryItems != null) { var inventoryItemToRemove = foundItem.InventoryItems.First(); DropItemInRoom(player, currentRoom, inventoryItemToRemove); Console.WriteLine(); TypingAnimation.Animate("You drop the " + inventoryItemToRemove?.ItemName + ".\n", Color.ForestGreen); } else if (foundItem?.WeaponItems != null) { var weaponItemToRemove = foundItem.WeaponItems.First(); DropWeaponInRoom(player, currentRoom); Console.WriteLine(); TypingAnimation.Animate("You drop the " + weaponItemToRemove?.WeaponName + ".\n", Color.ForestGreen); } break; } }
public static bool DoesPlayerMeetRequirementsToEnter(Character.Models.Character player, Models.Room currentRoom, Models.Room foundRoom) { Console.WriteLine(); var meetsRequirements = foundRoom?.AttributeRequirementToEnter == null && foundRoom?.ItemRequirementToEnter == null; if (!meetsRequirements) { if (foundRoom?.AttributeRequirementToEnter != null && foundRoom?.ItemRequirementToEnter == null && CanPlayerEnterRoom(player, foundRoom, attrReq: foundRoom.AttributeRequirementToEnter)) { Console.WriteLine($"<{foundRoom.AttributeRequirementToEnter.RequirementName}>! \n", Color.Gold); meetsRequirements = true; } else if (foundRoom?.ItemRequirementToEnter != null && foundRoom?.AttributeRequirementToEnter == null && CanPlayerEnterRoom(player, foundRoom, foundRoom.ItemRequirementToEnter)) { if (foundRoom.ItemRequirementToEnter.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName && Program.ItemCreator.Flashlight.ItemTraits.First().TraitValue == 0) { Console.WriteLine($"It's too dark. Your flashlight battery is dead... \nPut in a new battery to enter {foundRoom.RoomName}.\n", Color.DarkGoldenrod); return(false); } Console.WriteLine($"Carrying: <{foundRoom.ItemRequirementToEnter.RequirementName}>! \n", Color.Gold); meetsRequirements = true; } else { if (CanPlayerEnterRoom(player, foundRoom, attrReq: foundRoom.AttributeRequirementToEnter) && CanPlayerEnterRoom(player, foundRoom, itemReq: foundRoom.ItemRequirementToEnter)) { if (foundRoom.ItemRequirementToEnter.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName) { foreach (var item in Program.CharacterCreator.Player.CarriedItems) { if (item.ItemName == Program.ItemCreator.Flashlight.ItemName && item.ItemTraits.First().TraitValue == 0) { Console.WriteLine($"It's too dark. Your flashlight battery is dead... \nPut in a new battery to enter {foundRoom.RoomName}.\n", Color.DarkGoldenrod); return(false); } } } Console.WriteLine($"<{foundRoom.AttributeRequirementToEnter.RequirementName}>! \n", Color.Gold); Console.WriteLine($"Carrying: <{foundRoom.ItemRequirementToEnter.RequirementName}>! \n", Color.Gold); meetsRequirements = true; } } } if (meetsRequirements) { TypingAnimation.Animate("You go to " + foundRoom.RoomName + "... \n", Color.Chartreuse, 40); if (foundRoom.ItemRequirementToEnter?.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName) { var consoleInfo = "Used Flashlight: battery dropped by 2% \n"; var light = player.CarriedItems.Single(i => i.ItemName == Program.ItemCreator.Flashlight.ItemName); var batteryBefore = light.ItemTraits.First().TraitValue; var hasBattery = FlashlightBatteryUpdate.FlashlightBatteryChange(light, batteryBefore, 2); if (!hasBattery) { consoleInfo = "Used Flashlight: now the battery is dead! \n"; } TypingAnimation.Animate(consoleInfo, Color.Chartreuse, 40); } Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); if (!currentRoom.RoomEntered) { currentRoom.RoomEntered = true; } foundRoom.AttributeRequirementToEnter = null; foundRoom.AttributeRequirementToSee = null; foundRoom.ItemRequirementToEnter = null; foundRoom.ItemRequirementToSee = null; } return(meetsRequirements); }
// This handles any input the player enters inside a room, // and returns the next Room when the player decides to leave the current one public static Room.Models.Room HandlePlayerInput(string fullInput, Models.Character player, Room.Models.Room currentRoom) { var inputWords = fullInput.Split(ConsoleStrings.StringDelimiters); var inputResolved = false; foreach (var inputWord in inputWords) { string substring; Items foundItem; switch (inputWord) { case "pickup": case "grab": case "get": case "take": case "collect": case "gather": var roomItemKeywords = RoomHandler.GetAllRoomItemKeywords(currentRoom); substring = CreateSubstringOfActionInput(fullInput, inputWord); foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), roomItemKeywords, currentRoom.RoomItems.InventoryItems, currentRoom.RoomItems.WeaponItems); if (foundItem != null) { InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem, true); inputResolved = true; } break; case "drop": case "release": case "letgo": var inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player); substring = CreateSubstringOfActionInput(fullInput, inputWord); foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords, player.CarriedItems, new List <WeaponItem>() { player.WeaponItem }); if (foundItem != null) { InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem); inputResolved = true; } break; case "go": case "goto": case "goin": case "walk": case "run": case "enter": substring = CreateSubstringOfActionInput(fullInput, inputWord); var foundRoom = RoomHandler.FindAnyMatchingRoomByKeywords(substring.Trim(), currentRoom); if (foundRoom != null) { Console.WriteLine(); TypingAnimation.Animate("You go into " + foundRoom.RoomName + "... \n", Color.Chartreuse, 40); Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); if (!currentRoom.RoomEntered) { currentRoom.RoomEntered = true; } return(foundRoom); } break; case "item": case "items": var items = StringDescriptionBuilder.CreateStringOfItemDescriptions(currentRoom.RoomItems.InventoryItems); Console.WriteLine(); TypingAnimation.Animate(items == "" ? ConsoleStrings.NoItemsFound : items, Color.Aquamarine); inputResolved = true; break; case "weapon": case "weapons": var weapons = StringDescriptionBuilder.CreateStringOfWeaponDescriptions(currentRoom.RoomItems.WeaponItems); Console.WriteLine(); TypingAnimation.Animate(weapons == "" ? ConsoleStrings.NoWeaponsFound : weapons, Color.Aquamarine); inputResolved = true; break; case "exit": case "exits": case "leave": case "door": case "doors": case "out": case "where": var exits = StringDescriptionBuilder.CreateStringOfExitDescriptions(currentRoom.AvailableExits); Console.WriteLine(); TypingAnimation.Animate(exits, Color.Red); inputResolved = true; break; case "inventory": case "inv": case "carried": case "carrying": case "pockets": var playerInventory = StringDescriptionBuilder.CreateStringOfPlayerInventory(player, true); Console.WriteLine(); Console.WriteLine(playerInventory, Color.ForestGreen); inputResolved = true; break; case "character": case "status": case "stat": case "stats": var characterInfo = StringDescriptionBuilder.CreateStringOfPlayerInfo(player); Console.WriteLine(); Console.WriteLine(characterInfo, Color.ForestGreen); inputResolved = true; break; case "info": case "help": case "guidance": case "assist": case "assistance": case "?": var exitDescriptions = StringDescriptionBuilder.CreateStringOfExitDescriptions(currentRoom.AvailableExits); Console.WriteLine(); Console.WriteLine(currentRoom.GenericRoomDescription, Color.Bisque); Console.WriteLine(exitDescriptions, Color.Red); Console.WriteLine(ConsoleStrings.GameHelp, Color.MediumPurple); inputResolved = true; break; } } if (!inputResolved) { Console.WriteLine(); TypingAnimation.Animate("You " + fullInput + "...", Color.Chartreuse, 40); TypingAnimation.Animate(". . . Nothing happens. \n", Color.Chartreuse, 40); } Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4); Console.ReadLine(); Console.Clear(); Console.ReplaceAllColorsWithDefaults(); return(null); }
public static bool TryLoadGame() { const string saveFile = "TheHaunting_SavedGame.xml"; if (File.Exists(saveFile) && File.ReadAllText(saveFile).Length != 0) { TypingAnimation.Animate("A save file was found, would you like to load it? (y/n)", Color.DarkOrange); Console.Write(">", Color.DarkOrange); var response = System.Console.ReadLine(); if (string.IsNullOrEmpty(response) || response?.ToLower()[0] == 'y') { try { using (var reader = XmlReader.Create(saveFile)) { // Skip root node reader.ReadToFollowing("C"); // Name of first class, we serialize Character as "C" for XML sneakiness :) // Characters Program.CharacterCreator.Player = (Character.Models.Character)Program.CharacterSerializer.Deserialize(reader); Program.CharacterCreator.Ghoul = (Character.Models.Character)Program.CharacterSerializer.Deserialize(reader); // Rooms Program.RoomCreator.YourBedroom = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourLivingRoom = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourKitchen = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourBasement = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourFrontEntryway = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourFrontPorch = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourShed = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.YourDriveway = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.RoadConnectingYourHouseToTown = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.ForestLake = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.ForestLakeTent = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.EastForest = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.EastForestLowerClearing = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.EastForestUpperClearing = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.DeepEastForest = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.DeepEastForestLowerRiver = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.DeepEastForestUpperRiver = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.DeepEastForestUpperRiverCave = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.EastForestCampground = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.PathBetweenCampAndEastRoad = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.EastRoadToTown = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.TownSouthEntrance = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.TownNorthEntrance = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.TownEastEntrance = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.TownWestEntrance = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthSquare = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyNorthSquare = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyEastSquare = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyWestSquare = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthMainStreet = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyNorthMainStreet = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyEastPlaza = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyWestPlaza = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburyTownCenter = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); // South Side Program.RoomCreator.AshburySouthSquareEastAlley = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthEastVeterinaryClinic = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthEastCornerLot = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthEastDurrowHouse = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthEastAviary = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthEastWell = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); Program.RoomCreator.AshburySouthSquareWestAlley = (Room.Models.Room)Program.RoomSerializer.Deserialize(reader); } Console.Clear(); // Important that we add all the room exits back to the rooms, or we can't go anywhere! Program.RoomCreator.AddExitsToAllRooms(); return(true); } catch (Exception e) { Console.Write("\nSomething went wrong loading the file :( ...", Color.Red); Console.ReadLine(); Console.Clear(); Environment.Exit(0); } } } Console.Clear(); return(false); }
// This is the logic for prompting the user for input continuously // until the user enters keywords to get to another room. // (Calls into a separate method to act on the input) public static Models.Room EnterRoom(Character.Models.Character player, Models.Room room, bool firstRoomEntered = false) { var redisplayRoomDesc = false; Models.Room nextRoom = null; Program.CharacterCreator.Player.CurrentRoomName = room.RoomName; while (nextRoom == null) { Console.Clear(); Console.ReplaceAllColorsWithDefaults(); // Print out the current Room description to the console (animate the first time) if (redisplayRoomDesc) { Console.WriteLine(room.RoomEntered ? room.GenericRoomDescription : room.InitialRoomDescription, Color.Bisque); if (room.RoomCharacters.Any()) { foreach (var character in room.RoomCharacters) { Console.WriteLine(); Console.WriteLine(character.OnMeetDescription + "\n", Color.Gold); } } if (player.PersistDisplayedItems) { PlayerActionHandler.PrintItemsToConsole(player, room); } else if (player.PersistDisplayedWeapons) { PlayerActionHandler.PrintWeaponsToConsole(player, room); } else if (player.PersistDisplayedExits) { PlayerActionHandler.PrintExitsToConsole(player, room); } else { Console.WriteLine(); } } else { TypingAnimation.Animate(room.RoomEntered ? room.GenericRoomDescription : room.InitialRoomDescription, Color.Bisque); Console.WriteLine(); if (room.RoomCharacters.Any()) { foreach (var character in room.RoomCharacters) { TypingAnimation.Animate(character.OnMeetDescription + "\n", Color.Gold); } } } Thread.Sleep(50); if (firstRoomEntered) { Console.Write("TUTORIAL: ", Color.MediumPurple); if (player.CarriedItems.Count == 0 || string.IsNullOrEmpty(player.WeaponItem.WeaponName)) { Console.WriteLine("Collect the item and weapon in this room\n", Color.Aquamarine); Console.WriteLineStyled(ConsoleStrings.ItemsHints, ConsoleStringStyleSheets.GameHelpStyleSheet(Color.AliceBlue)); Console.WriteLineStyled(ConsoleStrings.InfoHints, ConsoleStringStyleSheets.GameHelpStyleSheet(Color.AliceBlue)); } else { Console.WriteLine("Exit this room\n", Color.Red); Console.WriteLineStyled(ConsoleStrings.RoomHints, ConsoleStringStyleSheets.GameHelpStyleSheet(Color.AliceBlue)); } Console.WriteLine(ConsoleStrings.FirstRoomHelpHint, Color.MediumPurple); } if (player.ShowInputHelp && !firstRoomEntered) { Console.WriteLineStyled(ConsoleStrings.InputHelper, RoomStyleSheets.InputHelperStyleSheet()); } Console.WriteWithGradient(ConsoleStrings.PlayerInputPrompt, Color.SpringGreen, Color.NavajoWhite, 4); Console.WriteLine(); Console.Write("> "); var playerInput = Console.ReadLine(); nextRoom = PlayerActionHandler.HandlePlayerInput(playerInput.ToLower(), player, room); redisplayRoomDesc = true; } return(nextRoom); }
private void Awake() { typingAnimation = GetComponent <TypingAnimation>(); }