// Update is called once per frame void Update() { if (gameState.CurrentState() == "Dialogue" && initiated != true) { if (gameState.GetInterlocutor() == characterName) { // Logic can be added here for which dialogue tree to start from Initialize(); gameState.SetMusicState("Dialogue"); if (gameState.GetArcState() == 2) { Current = Reprimand1; Current(-1); } else { Current = Silence; Current(-1); } } } if (gameState.CurrentState() == "Overworld" && initiated == true) { initiated = false; } if (initiated == true) { Current(GetChoice()); } }
// Update is called once per frame void Update() { if (gameState.CurrentState() == "Dialogue" && initiated != true) { if (gameState.GetInterlocutor() == characterName) { // Logic can be added here for which dialogue tree to start from Initialize(); gameState.SetMusicState("Dialogue"); /* LOGIC GOES HERE! FOR NOW: GO TO THE ONLY DECISION */ if (gameState.GetArcState() == 1) { Current = Hello1; Current(-1); } else if (gameState.GetArcState() == 2) { Current = Appointment1; Current(-1); } } } if (gameState.CurrentState() == "Overworld" && initiated == true) { initiated = false; } if (initiated == true) { Current(GetChoice()); } }
// Update is called once per frame void Update() { if (gameState.CurrentState() == "Dialogue" && initiated != true) { if (gameState.GetInterlocutor() == characterName) { // Logic can be added here for which dialogue tree to start from Initialize(); /* LOGIC GOES HERE! FOR NOW: GO TO THE ONLY DECISION */ Current = Decision1; Current(-1); } } if (gameState.CurrentState() == "Overworld" && initiated == true) { initiated = false; } if (initiated == true) { Current(GetChoice()); } }
// Update is called once per frame void Update() { if (gameState.CurrentState() == "Dialogue" && initiated != true) { if (gameState.GetInterlocutor() == characterName) { // Logic can be added here for which dialogue tree to start from Initialize(); if (gameState.GetArcState() < 2) { gameState.SetMusicState("None"); Debug.Log("hello"); } else if (gameState.GetArcState() >= 2) { gameState.SetMusicState("Siren"); } if (gameState.GetArcState() == 0) { Current = Hello1; Current(-1); } else if (gameState.GetArcState() == 2 || gameState.GetArcState() == 3) { Current = Prognosis1; Current(-1); } else { Current = Silence; Current(-1); } } } if (gameState.CurrentState() == "Overworld" && initiated == true) { initiated = false; } if (initiated == true) { Current(GetChoice()); } }