public void NPC_ResponseToBad() { PlayerNotoriety.DecreasePlayerNotoriety(); npcText.text = DialogueTable.PickRandomResponse(); isTalking = false; UnFreezeScene(); }
/// <summary> /// Toggles the mute. /// </summary> public void ToggleMute() { //_audio.volume = ( _audio.volume > 0 ) ? 0 : 1.0f; if (_audio.isPlaying == true) { _audio.Stop(); PlayerNotoriety.DecreasePlayerNotoriety(); } else { int i = Random.Range(0, 9); i = (i > 4) ? 1 : 0; //Debug.Log("Random Index of Clips is: " + i); _audio.clip = backgroundPartyMusicClips[i]; _audio.Play(); PlayerNotoriety.IncreasePlayerNotoriety(); } //if (_audio.volume > 0) //{ // int i = Random.Range(0, 1); // _audio.clip = backgroundMusicClips[i]; // _audio.Play(); // PlayerNotoriety.IncreasePlayerNotoriety(); //} //else //{ // PlayerNotoriety.DecreasePlayerNotoriety(); //} }
// Update is called once per frame void Update() { float n = PlayerNotoriety.GetPlayerNotoriety(); //Mathf.Lerp(PlayerNotoriety.GetPlayerNotoriety(), 0f, frequencyOfNotorietyIncrease); if (n != 0f && Time.timeScale != 0f) //timer > frequencyOfNotorietyIncrease && Time.timeScale != 0f) { timer -= Time.deltaTime; if (n < 0f && timer <= 0f) { PlayerNotoriety.IncreasePlayerNotoriety(); timer = frequencyOfNotorietyIncrease; //Debug.Log("Notoriety is going up." + n.ToString()); } else if (n > 0f && timer <= 0f) { PlayerNotoriety.DecreasePlayerNotoriety(); timer = frequencyOfNotorietyIncrease; //Debug.Log("Notoriety is going down." + n.ToString()); } else { //Debug.Log("Notoriety is 0"); } } //else //{ //} //Debug.Log("Notoriety:\t" + n.ToString()); }
public static string PickRandomResponse() { float playerNotoriety = PlayerNotoriety.GetPlayerNotoriety(); string temp; if (playerNotoriety >= 5f) { int randomIndex = Random.Range(0, responsesGood.Count); temp = responsesGood[randomIndex]; return(temp); } else if (playerNotoriety <= -5f) { int randomIndex = Random.Range(0, responsesBad.Count); temp = responsesBad[randomIndex]; return(temp); } else if (playerNotoriety > -5f && playerNotoriety < 5f) { int randomIndex = Random.Range(0, responsesNeutral.Count); temp = responsesNeutral[randomIndex]; return(temp); } else { temp = "*DEBUG ME!!*"; return(temp); } }
private void Update() { localNoteriety = PlayerNotoriety.GetPlayerNotoriety(); if (localNoteriety <= noterietyValueToTrigger && isBodyParts == false) { foreach (GameObject body_part in bodyParts) { if (body_part.activeInHierarchy == false) { body_part.SetActive(true); } } isBodyParts = true; } if (localNoteriety > noterietyValueToTrigger && isBodyParts == true) { foreach (GameObject body_part in bodyParts) { if (body_part.activeInHierarchy == true) { body_part.SetActive(false); } } isBodyParts = false; } }
/// <summary> /// Interaction with a balloon. /// </summary> /// <returns>The interaction.</returns> private IEnumerator Balloon_Interaction() { // Wait a random time to stagger clustered baloons yield return(new WaitForSeconds(Random.Range(0.01f, 0.25f))); // Play popping audio _audioSource.pitch += Random.Range(-0.05f, 0.05f); _audioSource.Play(); // Hide the balloon _meshRenderer.enabled = false; // Disable further interaction OnTriggerExit(); // Wait for audio clip to complete yield return(new WaitWhile(() => _audioSource.isPlaying)); // Set being interacted with to false _isBeingInteractedWith = false; // De-activate the game object gameObject.SetActive(false); //Modify notoriety field PlayerNotoriety.DecreasePlayerNotoriety(); // Flush the point of interest and retarget all audience NPCs _cellEntity.Flush_Point_Of_Interest(); }
private void Update() { _blackScreen.color = (_blackScreen.color.a > 0 && _fps.enabled)? new Color(0, 0, 0, (_blackScreen.color.a - (Time.deltaTime / 3.0f))) : _blackScreen.color; if (PlayerNotoriety.GetPlayerNotoriety() <= -5f && _fps.enabled) { _fps.enabled = false; StopAllCoroutines(); StartCoroutine(Wake_Up()); } }
private void Start() { localNoteriety = PlayerNotoriety.GetPlayerNotoriety(); foreach (GameObject body_part in bodyParts) { if (body_part.activeInHierarchy == true) { body_part.SetActive(false); } } isBodyParts = false; }
/// <summary> /// Interaction with the food. /// </summary> /// <returns>The interaction.</returns> private IEnumerator Food_Interaction() { // Perform the interaction // ************************** // Animate! // ************************** //Modify notoriety field PlayerNotoriety.IncreasePlayerNotoriety(); yield return(new WaitForSeconds(2)); _isBeingInteractedWith = false; }
/// <summary> /// Interaction with the door to lose the game /// </summary> /// <returns>The interaction.</returns> private IEnumerator Door_Interaction() { // Perform the interaction //ChangeInState.SetRoomState(END_PARTY_STATE.LOSE); GameManager.instance.data.endPartyState = END_PARTY_STATE.LOSE; PlayerNotoriety.ResetPlayerNoteriety(); UnityEngine.SceneManagement.SceneManager.LoadScene(1); // ************************** // Animate! // ************************** yield return(null); _isBeingInteractedWith = false; }
/// <summary> /// Called at the end of the execution order. /// </summary> private void Update() { // On the first update, generate each cell if (_firstUpdate) { Generate(); _firstUpdate = false; } // If the difference between the cell distance and player position is large enough, translate and regenerate the cell if (!_hasStartedTranslation) { if (playerPosition != Vector3.zero) { _hasCompletedTranslation = false; StartCoroutine(Translate()); _cellUpdates++; _hasStartedTranslation = true; if (_cellUpdates == 9) { _player.parent.position -= playerPosition * 100.0f; _cellUpdates = 0; } } } else { if (_cellUpdates == 0) { _hasStartedTranslation = false; } } if (PlayerNotoriety.GetPlayerNotoriety() <= -3.0f) { exitDoor.SetActive(true); } else { exitDoor.SetActive(false); } }
private IEnumerator Wake_Up() { _innerThoughts.text = "No... they hate me... I can't... no more please..."; while (_thoughtBubble.alpha < 1f) { _blackScreen.color = new Color(0, 0, 0, _blackScreen.color.a + Time.deltaTime); _thoughtBubble.alpha += Time.deltaTime; yield return(new WaitForSeconds(Time.deltaTime)); } yield return(new WaitForSeconds(2f)); while (_thoughtBubble.alpha > 0f) { _stereo.volume -= Time.deltaTime * 3.0f; _crowd.volume -= Time.deltaTime * 3.0f; _thoughtBubble.alpha -= Time.deltaTime; yield return(new WaitForSeconds(Time.deltaTime)); } PlayerNotoriety.ResetPlayerNoteriety(); _audio.PlayOneShot(_fallingSound, 4.0f); SceneManager.LoadScene(1); }
public static List <TableItem> Build(Editor editor) { return(new List <TableItem>() { new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Name, Control = new TextBox() { Dock = DockStyle.Fill, }, Binding = new Binding("Text", editor._RootSaveFileBindingSource, "Player.FirstName", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Level, Control = new NumericUpDown() { Minimum = 1, Maximum = 60, Increment = 1, Dock = DockStyle.Fill, }, Binding = new Binding("Value", editor._RootSaveFileBindingSource, "Player.Level", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Class, Control = new ComboBox() { DropDownStyle = ComboBoxStyle.DropDownList, DisplayMember = "Name", ValueMember = "Type", DataSource = PlayerClass.GetClasses(), Dock = DockStyle.Fill, }, Binding = new Binding("SelectedValue", editor._RootSaveFileBindingSource, "Player.ClassName", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Gender, Control = new ComboBox() { DropDownStyle = ComboBoxStyle.DropDownList, DisplayMember = "Name", ValueMember = "Type", DataSource = PlayerGender.GetGenders(), Dock = DockStyle.Fill, }, Binding = new Binding("SelectedValue", editor._RootSaveFileBindingSource, "Player.IsFemale", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Origin, Control = new ComboBox() { DropDownStyle = ComboBoxStyle.DropDownList, DisplayMember = "Name", ValueMember = "Type", DataSource = PlayerOrigin.GetOrigins(), Dock = DockStyle.Fill, }, Binding = new Binding("SelectedValue", editor._RootSaveFileBindingSource, "Player.Origin", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_Notoriety, Control = new ComboBox() { DropDownStyle = ComboBoxStyle.DropDownList, DisplayMember = "Name", ValueMember = "Type", DataSource = PlayerNotoriety.GetNotorieties(), Dock = DockStyle.Fill, }, Binding = new Binding("SelectedValue", editor._RootSaveFileBindingSource, "Player.Notoriety", true, DataSourceUpdateMode.OnPropertyChanged) }, new TableItem() { Name = Properties.Localization.Editor_BasicTable_Character_TalentPoints, Control = new NumericUpDown() { Minimum = int.MinValue, Maximum = int.MaxValue, Increment = 1, Dock = DockStyle.Fill, }, Binding = new Binding("Value", editor._RootSaveFileBindingSource, "Player.TalentPoints", true, DataSourceUpdateMode.OnPropertyChanged) }, }); }
// Update is called once per frame private void Update() { _footprintMaterial.color = Color.Lerp(_footprintMaterial.color, new Color(1f - Mathf.Clamp(PlayerNotoriety.GetPlayerNotoriety() / ((1.001f - _noterietyImpact) * 5f), 0, 1f), Mathf.Clamp(1.0f - Mathf.Abs(PlayerNotoriety.GetPlayerNotoriety() / ((1.001f - _noterietyImpact) * 5f)), 0, 1f), 1f - Mathf.Clamp(PlayerNotoriety.GetPlayerNotoriety() / ((1.001f - _noterietyImpact) * -5f), 0, 1f)), Time.deltaTime); }
public static string PickRandomPassive() { float playerNotoriety = PlayerNotoriety.GetPlayerNotoriety(); string temp = "*REALLY BUGGED*"; if (playerNotoriety >= good) //good { int randomIndex; if (DistanceToTarget.distanceToTarget <= near) //near { randomIndex = Random.Range(0, goodNearPassive.Count); temp = goodNearPassive[randomIndex]; //Debug.Log("A Good Near thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget <= mid) //mid { randomIndex = Random.Range(0, goodMidPassive.Count); temp = goodMidPassive[randomIndex]; //Debug.Log("A Good Mid thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget > mid) //far { randomIndex = Random.Range(0, goodFarPassive.Count); temp = goodFarPassive[randomIndex]; //Debug.Log("A Good Far thing was said"); return(temp); } else { //Debug.Log("Why is this happening?"); temp = "*DEBUG ME!!*"; return(temp); } } else if (playerNotoriety <= bad) //bad { int randomIndex; if (DistanceToTarget.distanceToTarget <= near) //near { randomIndex = Random.Range(0, badNearPassive.Count); temp = badNearPassive[randomIndex]; //Debug.Log("A Bad Near thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget <= mid) //mid { randomIndex = Random.Range(0, badMidPassive.Count); temp = badMidPassive[randomIndex]; //Debug.Log("A Bad Mid thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget > mid) //far { randomIndex = Random.Range(0, badFarPassive.Count); temp = badFarPassive[randomIndex]; //Debug.Log("A Bad Far thing was said"); return(temp); } else { //Debug.Log("Why is this happening?"); temp = "*DEBUG ME!!*"; return(temp); } } else if (playerNotoriety > bad && playerNotoriety < good) //neutral { int randomIndex; if (DistanceToTarget.distanceToTarget <= near) //near { randomIndex = Random.Range(0, goodNearPassive.Count); temp = goodNearPassive[randomIndex]; //Debug.Log("A Neutral Near thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget <= mid) //mid { randomIndex = Random.Range(0, goodMidPassive.Count); temp = goodMidPassive[randomIndex]; //Debug.Log("A Neutral Mid thing was said"); return(temp); } else if (DistanceToTarget.distanceToTarget > mid) //far { randomIndex = Random.Range(0, goodFarPassive.Count); temp = goodFarPassive[randomIndex]; //Debug.Log("A Neutral Far thing was said"); return(temp); } else { //Debug.Log("Why is this happening?"); temp = "*DEBUG ME!!*"; return(temp); } } else { temp = "*DEBUG ME!!*"; return(temp); } }