/* * Set the demon's lines based on player response */ public override void selectOption(int option, ConversationTile conversation) { switch (option) { //"Come to find demon name" case 0: nextDialog = nameDialog; break; //"Pay tribute" case 1: nextDialog = tributeDialog; break; //"Learn about the world" case 2: nextDialog = worldDialog; break; } nextDialog.SetActive(true); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Advance to final confrontation if ready */ public override void selectOption(int option, ConversationTile conversation) { switch (option) { case 0: nextDialog = incorrectDialog; break; case 1: if (certain) { nextDialog = correctCertainDialog; } else { nextDialog = correctGuessDialog; } break; } nextDialog.SetActive(true); nextDialog.GetComponent <DialogItemController>().extraSetup(); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Show the next line of dialog * or advance to the next item in the chain */ public override void showNext(ConversationTile conversation) { if (lineCounter < lines.Count) { //Advance to next line in this dialog textObj.text = lines[lineCounter++]; } else { //Reset to start of dialog lineCounter = 0; textObj.text = lines[lineCounter++]; //Advance to next dialog if it exists if (nextDialog != null) { nextDialog.SetActive(true); nextDialog.GetComponent <DialogItemController>().extraSetup(); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); } else { conversation.endInteraction(); this.gameObject.SetActive(false); } } }
/* * Set the demon's lines based on player response */ public override void selectOption(int option, ConversationTile conversation) { GameController gameController = GameObject.Find("GameManager").GetComponent <GameController>(); gameController.metIronDemon = true; switch (option) { case 0: gameController.hasIron = false; nextDialog = ironDialog; gameController.ironMetal = GameController.metals.iron; break; case 1: nextDialog = otherDialog; gameController.ironMetal = GameController.metals.copper; break; case 2: nextDialog = otherDialog; gameController.ironMetal = GameController.metals.mercury; break; case 3: nextDialog = nothingDialog; break; } nextDialog.SetActive(true); nextDialog.GetComponent <DialogItemController>().extraSetup(); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Set the demon's lines based on player response */ public override void selectOption(int option, ConversationTile conversation) { GameController gameController = GameObject.Find("GameManager").GetComponent <GameController>(); gameController.metCopperDemon = true; bool angered = false; switch (option) { case 0: nextDialog = ironDialog; angered = true; gameController.copperMetal = GameController.metals.iron; break; case 1: gameController.hasCopper = false; nextDialog = copperDialog; gameController.copperMetal = GameController.metals.copper; break; case 2: nextDialog = mercuryDialog; angered = true; gameController.copperMetal = GameController.metals.mercury; break; case 3: nextDialog = defaultDialog; angered = true; break; } /* Downcasting conversation to specific type * Assuming this script is only used where it is required, * This should always work. */ CopperDemonConversation con = (conversation as CopperDemonConversation); if (con != null) { con.setAngered(angered); } nextDialog.SetActive(true); nextDialog.GetComponent <DialogItemController>().extraSetup(); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Advance to final confrontation if ready */ public override void selectOption(int option, ConversationTile conversation) { switch (option) { case 0: nextDialog = readyDialog; break; case 1: nextDialog = notReadyDialog; break; } nextDialog.SetActive(true); nextDialog.GetComponent <DialogItemController>().extraSetup(); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Add the book to the player inventory if it was taken */ public override void selectOption(int option, ConversationTile conversation) { switch (option) { //"Take book" case 0: nextDialog = loveDialog; break; //"Leave book" case 1: nextDialog = jokeDialog; break; } nextDialog.SetActive(true); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Add the book to the player inventory if it was taken */ public override void selectOption(int option, ConversationTile conversation) { switch (option) { //"Take book" case 0: nextDialog = takenDialog; GameController gameController = GameObject.Find("GameManager").GetComponent <GameController>(); gameController.hasBook = true; break; //"Leave book" case 1: nextDialog = leftDialog; break; } nextDialog.SetActive(true); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }
/* * Add the book to the player inventory if it was taken */ public override void selectOption(int option, ConversationTile conversation) { GameController gameController = GameObject.Find("GameManager").GetComponent <GameController>(); switch (option) { //"Take" case 0: nextDialog = takenDialog; switch (contents) { case Contents.Copper: gameController.hasCopper = true; gameController.hasCopperName = true; break; case Contents.Iron: gameController.hasIron = true; gameController.hasIronName = true; break; case Contents.Mercury: gameController.hasMercury = true; gameController.hasMercuryName = true; break; case Contents.Key: gameController.hasKey = true; gameController.hasKeyName = true; break; default: break; } break; //"Leave" case 1: nextDialog = leftDialog; switch (contents) { case Contents.Copper: gameController.hasCopperName = true; break; case Contents.Iron: gameController.hasIronName = true; break; case Contents.Mercury: gameController.hasMercuryName = true; break; case Contents.Key: gameController.hasKeyName = true; break; default: break; } break; } nextDialog.SetActive(true); conversation.setDialog(nextDialog); this.gameObject.SetActive(false); }