void Hello3(int choice) { if (choice == -1) { conversation.NewMonologue("I hope very much you'll be able to make it."); } else if (choice == 1) { gameState.IncrementArc(); gameState.Overworld(); gameState.SetMusicState("None"); } }
// 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()); } }