void ToolInteractions(Collision col) { // Reset Tool //col.gameObject.renderer.enabled = false; //col.gameObject.transform.parent = toolRack.transform; // For some odd reason. This line of code was causing the monobehaviour on the tools to misbehave. I rewrote // this commented out code below under Reset Tool 2 //col.gameObject.transform.position = new Vector3(toolRack.transform.position.x - Random.Range(2,6),transform.position.y + 5, -21); //col.gameObject.renderer.enabled = true; // Reset Tool 2 tc.Move(col.gameObject); // Play a Dialogue if needed if (col.collider.tag == "Hammer") { if (hammerDialogueCount > 0) { tw.QueueMessage("NOOOOOOO! NOT THE HAMMER!", 1); tw.QueueMessage("OWWW!!!", 1); hammerDialogueCount--; } } // Modify Stats col.gameObject.GetComponent <ModifyStats>().modify(); }
void OnMouseUp() { //dict = new Dictionary<string, int> (); if (tw.isChatWindowOpen == false) { if (objectNumber == 1) // Name { Debug.Log("I'm an event for Name"); // dict.Add("Hi James, my name is Harvey.", 0); // dict.Add("Hey Harvey, nice to meet you.", 1); // dict.Add("Not likewise. Tell me why you are here.", 0); // tw.Dialog(dict); // The Above can be done like so. It should be done this way in case another message is currently being displayed. //tw.QueueMessage("Hi James, my name is Harvey.", 0); //tw.QueueMessage("Hey Harvey, nice to meet you.", 1); //tw.QueueMessage("Not likewise. Tell me why you are here.", 0); tw.QueueMessage("James, is it?", 0); tw.QueueMessage("... ... hrmph. Dickbag, is it?", 1); } else if (objectNumber == 2) // DOB { Debug.Log("I'm an event for Date of Birth"); tw.QueueMessage("You're too old to be getting in trouble.", 0); tw.QueueMessage("Yeah, and you're too old to be doing police work.", 1); } else if (objectNumber == 3) // Location { // if(StatSystem.willpower >= 2) { // tw.QueueMessage("Says here that you were picked up with your son at the park with your son...", 0); // int tempNumber = Random.Range(0,3); // switch(tempNumber) { // case 0: // tw.QueueMessage("Don't bring family into this.",1); // StatSystem.Stats.willpower--; // break; // case 1: // tw.QueueMessage("That's some prime detective work you got going for you there.",1); // StatSystem.Stats.willpower--; // break; // case 2: // tw.QueueMessage("Says here that you some how get paid for this.",1); // break; // case 3: // tw.QueueMessage("... What did you say?",1); // StatSystem.Stats.willpower--; // break; // } // } // // if(StatSystem.Stats.willpower <= 0 || StatSystem.Stats.willingness > 10) { // tw.QueueMessage("I have kids too, however, your kid...",0); // tw.QueueMessage("If you say another goddamn word about my kid, I swear to God--",1); // tw.QueueMessage("--Seems you hit a nerve there, feel free to use 'appropriate interrogation techniques' you think will get this guy singing.", 0); // tw.QueueMessage("He's almost there, keep up the good work",0); // tw.QueueMessage("Oh, I'll handle all the 'dirty work' so you can keep your HANDS CLEAN"); // } } else if (objectNumber == 4) // Previous Convictions { Debug.Log("I'm an event for Previous Convictions"); } else if (objectNumber == 5) // Personal Affects { Debug.Log("I'm an event for Personal Affects"); } else if (objectNumber == 6) // Stats { Debug.Log("I'm an event for Stats"); } else if (objectNumber == 7) // Occupation { tw.QueueMessage("So you're a chemist, eh?", 0); tw.QueueMessage("No shit Sherlock. I used to work at Delmont University. Jesus ...", 1); } else if (objectNumber == 8) // Known Affiliates { Debug.Log("I'm an event for Known Affiliates"); } else if (objectNumber == 9) // Reason For Arrest { Debug.Log("I'm an event for Reason For Arrest"); } else if (objectNumber == 10) // Portrait { Debug.Log("I'm an event for Portrait"); tw.QueueMessage("Odd, I don't remember having blue eyes. Are you sure I'm your guy?", 1); } } }