コード例 #1
0
    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);
        }
    }
コード例 #2
0
 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;
     }
 }
コード例 #3
0
    // 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());
    }
コード例 #4
0
 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());
     }
 }
コード例 #5
0
 private void Start()
 {
     localNoteriety = PlayerNotoriety.GetPlayerNotoriety();
     foreach (GameObject body_part in bodyParts)
     {
         if (body_part.activeInHierarchy == true)
         {
             body_part.SetActive(false);
         }
     }
     isBodyParts = false;
 }
コード例 #6
0
    /// <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);
        }
    }
コード例 #7
0
 // 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);
 }
コード例 #8
0
    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);
        }
    }