예제 #1
0
    public void SearchForClues(Toggle heroDetecting, Toggle sideDetecting)
    {
        if (ClueMaster.numberOfCluesFound < ClueMaster.maxNumberOfClues)
        {
            Debug.Log("Obtaining additional clues");

            //The characters' ability to find more clues is based on their intellect vs. some kind of difficulty
            int clueDifficulty = Random.Range(0, 5);             //0 to 9? 10? 11? Should it be less random, and more calculated, like the activities?

            int heroRolledInt = 0;
            int sideRolledInt = 0;

            //If the Hero is obtaining clues
            if (heroDetecting.isOn)
            {
                heroRolledInt = (int)(StatsPlayer.valueInt * Random.Range(.5f, 1.5f));
            }
            //If the Sidekick is obtaining clues
            if (sideDetecting.isOn)
            {
                sideRolledInt = (int)(StatsSidekick.valueInt * Random.Range(.5f, 1.5f));
            }

            int totalRolledInt = (heroRolledInt + sideRolledInt);

            if (totalRolledInt >= clueDifficulty)
            {
                ClueMaster.GetAClue();
            }
            else
            {
                Debug.Log("You failed to find another clue");
            }

            //TOMAYBEDO Alternatively, they are guaranteed to find a clue, but there is some equal trade-off to not participating in the current activity
            //Takes more time to do (longer waitforseconds), less/no experience boost, more mental stress?

            //Debug.Log(ClueMaster.numberOfCluesFound);
        }
        else
        {
            Debug.Log("You have obtained the maximum number of clues to assist in your investigation");
        }
    }
예제 #2
0
    void DetermineIfClueFound()
    {
        //%chance of finding a "First Clue" on accomplishing the activity
//TODO Knock down to 10% chance or so later (ALSO DO THE SAME ELSEWHERE, WHENEVER DETERMINING "chanceClueFound")
//or have it influenced by the activity's difficulty/rarity/whatever

        int chanceClueFound = Random.Range(0, 100);

        if (NightHighTierManager.isHighTierActivityHere)
        {
            //High-tier activities give the player a better chance to find a clue
            chanceClueFound = (int)(chanceClueFound / 2);
        }

        if (ClueMaster.numberOfCluesFound < ClueMaster.maxNumberOfClues)
        {
            if (NightHighTierManager.isHighTierActivityHere)
            {
                //if (NightHighTierManager.gangInvolved == ClueMaster.gangInvolvedInEvent) {
                if (chanceClueFound < 100)
                {
                    ClueMaster.GetAClue();
                    //Display each clue when found
                    clueText.text = ("Clue found: " + ClueMaster.mostRecentClue);
                }
                //}
            }
            else
            {
                //if (NightManager.gangInvolved == ClueMaster.gangInvolvedInEvent) {
                if (chanceClueFound < 100)
                {
                    ClueMaster.GetAClue();
                    //Display each clue when found
                    clueText.text = ("Clue found: " + ClueMaster.mostRecentClue);
                }
                //}
            }
        }
    }