コード例 #1
0
 // Use this for initialization
 void Start()
 {
     characterVars = maincharacter.GetComponent <mainCharacterVars>();
     friend1       = npc1.GetComponent <npcfriendship>(); daycount1 = npc1.GetComponent <npcGiveTask>();
     friend2       = npc2.GetComponent <npcfriendship>(); daycount2 = npc2.GetComponent <npcGiveTask>();
     friend3       = npc3.GetComponent <npcfriendship>(); daycount3 = npc3.GetComponent <npcGiveTask>();
     friend4       = npc4.GetComponent <npcfriendship>(); daycount4 = npc4.GetComponent <npcGiveTask>();
     translate     = Translator.GetComponent <translator>();
 }
コード例 #2
0
    void Awake()
    {
        dictRef             = mainScriptMan.GetComponent <dictInitialize>();
        mainCharacterVars   = mainCharacter.GetComponent <mainCharacterVars>();
        interact            = GetComponent <interact>();
        npcConversation     = GetComponent <npcConversation>();
        interactWithMarket  = market.GetComponent <interactWith>();
        interactWithMailman = mailman.GetComponent <interactWith>();
        interactWithBank    = bank.GetComponent <interactWith>();
        interactWithPizza   = pizza.GetComponent <interactWith>();
        interactWithMayor   = mayor.GetComponent <interactWith>();
        interactWithShady   = shadyCharacter.GetComponent <interactWith>();
        friendship          = GetComponent <npcfriendship>();

        easyTaskPrompts[0].construct(new List <string> {
            "bring", " ", "this", " ", "mail", " ", "to", " ", "the", " ", "post office"
        }, "post office", "mail");
        easyTaskPrompts[1].construct(new List <string> {
            "bring", " ", "this", " ", "money", " ", "to", " ", "the", " ", "bank"
        }, "bank", "money");
        easyTaskPrompts[2].construct(new List <string> {
            "bring", " ", "this", " ", "document", " ", "to", " ", "the", " ", "town hall"
        }, "town hall", "document");
        easyTaskPrompts[3].construct(new List <string> {
            "bring", " ", "these", " ", "good", "s", " ", "to", " ", "the", " ", "alley"
        }, "alley", "good");

        //mediTaskPrompts[0].construct(new List<string> { "tell", " ", "me", " ", "where", " ", "you", " ", "are", " ", "from" }, "currentNPC", "whereFrom");
        hardTaskPrompts[0].construct(new List <string> {
            "I", " ", "need", " ", "meat", " ", "from", " ", "the", " ", "market"
        }, "market", "meat");
        hardTaskPrompts[1].construct(new List <string> {
            "I", " ", "need", " ", "bread", " ", "from", " ", "the", " ", "market"
        }, "market", "bread");
        hardTaskPrompts[2].construct(new List <string> {
            "I", " ", "need", " ", "grape", "s", " ", "from", " ", "the", " ", "market"
        }, "market", "grape");
        hardTaskPrompts[3].construct(new List <string> {
            "get", " ", "me", " ", "a", " ", "pizza", " ", "with", " ", "meat"
        }, "pizza", "meat");
        hardTaskPrompts[4].construct(new List <string> {
            "get", " ", "me", " ", "a", " ", "pizza", " ", "with", " ", "tomato"
        }, "pizza", "tomato");
        hardTaskPrompts[5].construct(new List <string> {
            "get", " ", "me", " ", "a", " ", "pizza", " ", "with", " ", "olive", "s"
        }, "pizza", "olive");

        //hardTaskPrompts[0].construct(new List<string> { "tell", " ", "him", " ", "to", " ", "come", " ", "over", " ", "here" }, "otherNPC", "come");
        taskavailable.SetActive(false);
        taskwiththisNPC = false;
        taskinprog.SetActive(false);
        completed = false;
        almostdonestar.SetActive(false);
    }
コード例 #3
0
    void Awake()
    {
        giveTask                    = GetComponent <npcGiveTask>();
        mainCharacterVars           = mainCharacter.GetComponent <mainCharacterVars>();
        npcFriendship               = GetComponent <npcfriendship>();
        dictInitialize              = mainScriptMan.GetComponent <dictInitialize>();
        SpeechBubble.enabled        = false;
        selectTaskEasyButton.active = false;
        selectTaskHardButton.active = false;

        defaultTextColor         = dialogue.color;
        dialogue.supportRichText = true;
    }
コード例 #4
0
    void Start()
    {
        int letter;

        win.enabled          = false;
        Wordlearned1.enabled = false;
        textOnScreen         = false;

        gameDict = new List <Word>();

        Debug.Log(previousdict.ToString());

        if (previousdict != true)
        {
            List <string> scrambling = new List <string>();

            List <string> engDict = new List <string> {
                " ", "task", ",", "?", "!", "market", "I", "no", "easy", "hard", ".", "more", "grape", "olive", "tomato", "money", "deliver", "or", "for", "buy", "bank", "ing", "meat", "bread", "from", "the", "need", "bring", "this", "mail", "food", "to", "carrier", "friend", "my", "picnic", "one", "up", "coming", "right", "get", "pizza", "with", "and", "me", "you", "here", "like", "thank", "sorry", "deposit", "that", "not", "what", "want", "have", "today", "weather", "nice", "it", "birthday", "are", "how", "took", "too", "long", "is", "having", "a", "an", "later", "just", "busy", "am", "tired", "do", "think", "we", "live", "in", "simulation", "town", "mayor", "post office", "apartment", "be", "these", "good", "alley", "town hall", "document", "s", "hey", "buddy", "where"
            };

            for (int i = 0; i < engDict.Count; i++)
            {
                Word newWord = new Word();

                newWord.engWord = engDict[i];

                for (int j = 0; j < engDict[i].Length; j++)
                {
                    letter = Random.Range(0, 25);
                    scrambling.Add(alphabet[letter].ToString());
                }
                newWord.scrambledWord = string.Join(string.Empty, scrambling.ToArray());
                newWord.unlocked      = 0;
                if (newWord.scrambledWord == "f**k" || newWord.scrambledWord == "shit")
                {
                    i--;
                    newWord = null;
                    Debug.Log("profanity avoided");
                }
                else
                {
                    gameDict.Add(newWord);
                    scrambling.Clear();
                }
            }

            wordsLeftToUnlock = gameDict.Count;

            for (int i = 0; i < 12; i++)
            {
                gameDict[i].unlocked = 100;
                wordsLeftToUnlock--;
            }
        }
        else
        {
            friend1   = npc1.GetComponent <npcfriendship>(); friend2 = npc2.GetComponent <npcfriendship>(); friend3 = npc3.GetComponent <npcfriendship>(); friend4 = npc4.GetComponent <npcfriendship>();
            givetask1 = npc1.GetComponent <npcGiveTask>(); givetask2 = npc2.GetComponent <npcGiveTask>(); givetask3 = npc3.GetComponent <npcGiveTask>(); givetask4 = npc4.GetComponent <npcGiveTask>();

            friend1.FriendLevel = LoadGame.npc1friendlevel; friend2.FriendLevel = LoadGame.npc2friendlevel; friend3.FriendLevel = LoadGame.npc3friendlevel; friend4.FriendLevel = LoadGame.npc4friendlevel;
            givetask1.dayCount  = LoadGame.npc1daycount; givetask2.dayCount = LoadGame.npc2daycount; givetask3.dayCount = LoadGame.npc3daycount; givetask4.dayCount = LoadGame.npc4daycount;

            gameDict.AddRange(LoadGame.tempdict);
            wordsLeftToUnlock = LoadGame.tempwordstounlock;
        }
    }