public void updateDecline(NPC toControl) { numDeclines++; if (numDeclines == 1) { _allChoiceReactions.Remove(readyChoice); _allChoiceReactions.Remove(NotYetChoice); GUIManager.Instance.RefreshInteraction(); NotYetChoice = new Choice ("Not yet", "Please!! I need practice!"); _allChoiceReactions.Add(NotYetChoice, new DispositionDependentReaction(declineFortuneState)); _allChoiceReactions.Add(readyChoice, new DispositionDependentReaction(acceptFortuneState)); } if (numDeclines == 2) { _allChoiceReactions.Remove(readyChoice); _allChoiceReactions.Remove(NotYetChoice); toControl.UpdateDefaultText("You're back! Ready for your fortune?"); GUIManager.Instance.RefreshInteraction(); NotYetChoice = new Choice ("Not yet", "Ok, come back soon! Predictions come and go you know!"); _allChoiceReactions.Add(NotYetChoice, new DispositionDependentReaction(declineFortuneState)); _allChoiceReactions.Add(readyChoice, new DispositionDependentReaction(acceptFortuneState)); } if (numDeclines == 3) { _allChoiceReactions.Remove(readyChoice); _allChoiceReactions.Remove(NotYetChoice); toControl.UpdateDefaultText("I promise it won't be scary!"); GUIManager.Instance.RefreshInteraction(); NotYetChoice = new Choice ("Not yet", "Ok... You win."); _allChoiceReactions.Add(NotYetChoice, new DispositionDependentReaction(declineFortuneState)); _allChoiceReactions.Add(readyChoice, new DispositionDependentReaction(acceptFortuneState)); } if (numDeclines == 4) { _allChoiceReactions.Remove(readyChoice); _allChoiceReactions.Remove(NotYetChoice); toControl.UpdateDefaultText("Please...?"); GUIManager.Instance.RefreshInteraction(); readyChoice = new Choice ("I'm ready!", "I'm glad you finally decided to join me."); NotYetChoice = new Choice ("Not yet", "Good catch. I thought that trick would work."); _allChoiceReactions.Add(readyChoice, new DispositionDependentReaction(acceptFortuneState)); _allChoiceReactions.Add(NotYetChoice, new DispositionDependentReaction(declineFortuneState)); } if (numDeclines >= 5) { //FlagManager.instance.SetFlag(FlagStrings.MeanToFortuneteller); _allChoiceReactions.Remove(readyChoice); _allChoiceReactions.Remove(NotYetChoice); toControl.UpdateDefaultText("Ok... I'll find someone else do their fortune then."); GUIManager.Instance.RefreshInteraction(); SetOnCloseInteractionReaction(new DispositionDependentReaction(changeToGiveUpState)); } }
public void updateCurrentText(NPC toControl) { toControl.UpdateDefaultText("Do you take the left path or the right path?"); GUIManager.Instance.RefreshInteraction(); }