public async Task ConfigTraining(CommandContext ctx) { var sadgeEmoji = DiscordEmoji.FromName(ctx.Client, ":Sadge:"); var usagiEmoji = DiscordEmoji.FromName(ctx.Client, ":usagi:"); var inputStep = new ConfigStep("Should I notify you when your **training** is done?", null); string input = string.Empty; inputStep.OnValidResult += (result) => input = result; var inputDialogHandler = new DialogueHandler(ctx.Client, ctx.Channel, ctx.User, inputStep); bool succeeded = await inputDialogHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } if (input.Equals("yes") || input.Equals("y")) { await UpdateState(ctx, AlertType.Training, true).ConfigureAwait(false); await ctx.Channel.SendMessageAsync($"{ctx.Member.Mention}, your **training** alerts are enabled! {usagiEmoji}").ConfigureAwait(false); } else { await UpdateState(ctx, AlertType.Training, false).ConfigureAwait(false); await ctx.Channel.SendMessageAsync($"{ctx.Member.Mention}, your *training** alerts are disabled! {sadgeEmoji}").ConfigureAwait(false); } }
public async Task EmojiDialogue(CommandContext ctx) { await ctx.Message.DeleteAsync().ConfigureAwait(false); var yesStep = new TextStep("You chose yes", null); var noStep = new IntStep("You chose no", null); var emojiStep = new ReactionStep("Yes Or No?", new Dictionary <DiscordEmoji, ReactionStepData> { { DiscordEmoji.FromName(ctx.Client, ":thumbsup:"), new ReactionStepData { Content = "Yes", NextStep = yesStep } }, { DiscordEmoji.FromName(ctx.Client, ":thumbsdown:"), new ReactionStepData { Content = "No", NextStep = noStep } }, }); var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, emojiStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } }
public async Task dialogue(CommandContext ctx) { var inputStep = new TextStep("Say yes or no.", null); var yesStep = new TextStep("Noice", null); string input = string.Empty; inputStep.onValidResult += (result) => { input = result; if (result == "yes") { inputStep.SetNextStep(yesStep); } }; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler( ctx.Client, userChannel, ctx.User, inputStep ); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await ctx.Channel.SendMessageAsync(input).ConfigureAwait(false); }
public int currentPhoto; // which one are we critiquing? // Start is called before the first frame update void Awake() { gm = FindObjectOfType <GameManager>(); dh = FindObjectOfType <DialogueHandler>(); SetUpDialogue(); }
IEnumerator GetPlayer() { yield return(new WaitForSeconds(.5f)); playerManager = GameObject.Find("_Player").GetComponent <PlayerManager>(); dialogueHandler = GameObject.Find("DialogueHandler").GetComponent <DialogueHandler>(); }
public void OrbPress() { if (!orbPressed) { orbPressed = true; player = GameObject.Find("_Player"); if (playerManager == null) { playerManager = player.GetComponent <PlayerManager>(); } dialogueHandler = GameObject.Find("DialogueHandler").GetComponent <DialogueHandler>(); StartCoroutine(OrbPressDialogue()); Instantiate(explosiveNPC, new Vector3(npcSpawn.position.x + 25, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(explosiveNPC, new Vector3(npcSpawn.position.x - 5, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(rangedNPC, new Vector3(npcSpawn.position.x, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(basicNPC, new Vector3(npcSpawn.position.x + 30, npcSpawn.position.y, 20), Quaternion.identity); Instantiate(basicNPC, new Vector3(npcSpawn.position.x + 10, npcSpawn.position.y, 20), Quaternion.identity); Instantiate(drill241NPC, new Vector3(npcSpawn.position.x - 21, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(sa241NPC, new Vector3(npcSpawn.position.x - 47, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(drill241NPC, new Vector3(npcSpawn.position.x - 26, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(sa241NPC, new Vector3(npcSpawn.position.x - 5, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); Instantiate(drill241NPC, new Vector3(npcSpawn.position.x + 8, npcSpawn.position.y - 1.5f, 20), Quaternion.identity); } GameObject[] orbsList = GameObject.FindGameObjectsWithTag("Orb"); if (orbsList.Length > 0) { SpriteRenderer spriteRenderer = orbsList[0].GetComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = "NPCsBack"; spriteRenderer.sortingOrder = -1; } }
/// <summary> /// Primary update method. Runs update method calls when needed. /// </summary> /// <seealso cref="CurrentGameState"/> public static void Update() { switch (CurrentGameState) { case GAMESTATE.ACTIVE: MenuHandler.CheckKeys(); foreach (AnimatedSprite sprite in allCharacterSprites) { sprite.Update(); sprite.Buffs.Update(); ObjectMapper.DeleteSpriteObject(sprite); ObjectMapper.AddSpriteObject(sprite); } foreach (Projectile item in allProjectiles) { item.Update(); } foreach (MapInteractable i in selectedMap.InteractableLayer) { i.MapAction?.Invoke(); } foreach (TimerHelper t in TimerHelper.Timers) { t.Update(); } if (Game.PlayerManager.EquippedWeapon != null) { Game.PlayerManager.EquippedWeapon.Sprite.Update(); } if (purgeProjectiles.Count != 0) { DeleteProjectiles(); } if (purgeSprites.Count != 0) { DeleteSprites(); } PlayerInfoUI.Update(); break; case GAMESTATE.MAINMENU: break; case GAMESTATE.PAUSED: MenuHandler.CheckKeys(); if (DialogueHandler.ActiveDialogue != null) { DialogueHandler.Update(); } else { MenuHandler.Update(); } PlayerInfoUI.Update(); break; default: throw new NotSupportedException("Game has entered an invalid gamestate: " + CurrentGameState); } }
//Load all scripts that will be controlled by scene flow controller void GetScripts() { audioCS = GameObject.FindGameObjectWithTag("AudioController").GetComponent <AudioControlScript>(); dialogueScript = dialogueUI.GetComponent <DialogueHandler>(); mapScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <OverworldMapControl>(); camScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <MapCameraController>(); }
public IEnumerator Talk(GameObject dialogueObject, GameObject cup) { cup.SetActive(false); CoffeeWishes.Clear(); DialogueHandler dialogueHandler = dialogueObject.GetComponent <DialogueHandler>(); if (stolenDialogueHandler == null) { stolenDialogueHandler = dialogueHandler; } if (stolenDialogueObject == null) { stolenDialogueObject = dialogueObject; } Speech speech = behaviour.speeches?[nextSpeech ?? UnityEngine.Random.Range(0, behaviour.speeches.Count)]; if (speech != null) { foreach (Entry statement in speech.statements) { if (System.Enum.TryParse(statement.moodChange.ToLower().Trim(), out Pose pose)) { changePose(pose); } else if (string.IsNullOrEmpty(statement.moodChange)) { Debug.Log("Pose defined in XML but not recognized"); } if (statement.choice.Count == 0) { yield return(Say(statement.text, dialogueHandler, dialogueObject)); } else { string[] answerStrings = new string[4]; int?[] answerValues = new int?[4]; for (int i = 0; i < (statement.choice.Count > 4 ? 4 : statement.choice.Count); i++) { answerStrings[i] = statement.choice[i].value; answerValues[i] = statement.choice[i].result; } yield return(Say(statement.text, dialogueHandler, dialogueObject)); dialogueHandler.SetQuestions(answerStrings, answerValues); } } } else { Debug.Log("Character without speech"); } dialogueObject.SetActive(false); CoffeeWishes.Add(new CoffeeWish { coffeeType = typeof(BlackCoffee), payment = 4.20f }); cup.SetActive(true); yield return(null); }
public void Start() { moveSel = 1; po = pokemonObject.GetComponent <PokemonObject>(); eo = enemyObject.GetComponent <PokemonObject>(); bh = FindObjectOfType <BattleHandler>(); dh = FindObjectOfType <DialogueHandler>(); for (int i = 0; i < moveButtons.Length; i++) { if (i == 0) { moveButtons[i].GetComponentInChildren <Text>().text = po.moves[i].moveName; moveButtons[i].GetComponent <Image>().sprite = po.moves[i].type.moveButtonDesel; } else { if (po.moves[i] != null) { moveButtons[i].GetComponentInChildren <Text>().text = po.moves[i].moveName; moveButtons[i].GetComponent <Image>().sprite = po.moves[1].type.moveButtonDesel; } else { moveButtons[i].GetComponentInChildren <Text>().text = " "; } } } dh.StartDialogue(encounterMessage, true, new string[] { eo.species.pokemonName }); }
public async Task CreateItem(CommandContext ctx) { TextStep itemDescriptionStep = new TextStep("Describe the item.", null); TextStep itemNameStep = new TextStep("What will the item be called?", itemDescriptionStep); Item item = new Item(); itemNameStep.OnValidResult += (result) => item.Name = result; itemDescriptionStep.OnValidResult += (result) => item.Description = result; DiscordDmChannel userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); DialogueHandler inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, itemNameStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await _itemService.CreateNewItemAsync(item).ConfigureAwait(false); await ctx.Channel.SendMessageAsync($"Item {item.Name} successfully created.").ConfigureAwait(false); }
public async Task DialoguePoll(CommandContext ctx, TimeSpan?timespan) { var pollEmbed = new DiscordEmbedBuilder { Title = "Create Poll", Color = DiscordColor.DarkBlue }; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var pollMessage = await userChannel.SendMessageAsync(embed : pollEmbed).ConfigureAwait(false); var pollStep = new PollStep("Send to me options in poll", null, pollMessage, pollEmbed); var inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, pollStep); bool succeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeded) { return; } var interactivity = ctx.Client.GetInteractivity(); var emoji = DiscordEmoji.FromName(ctx.Client, ":1:"); var channelMessage = await ctx.Channel.SendMessageAsync(embed : pollStep.GetPollMessage()).ConfigureAwait(false); }
public async Task EmojiDialogue(CommandContext ctx) { TextStep yesStep = new TextStep("You chose yes", null); TextStep noStep = new TextStep("You chose no", null); ReactionStep emojiStep = new ReactionStep("Yes or No?", new Dictionary <DiscordEmoji, ReactionStepData> { { DiscordEmoji.FromName(ctx.Client, ":+1:"), new ReactionStepData { Content = "This means yes", NextStep = yesStep } }, { DiscordEmoji.FromName(ctx.Client, ":-1:"), new ReactionStepData { Content = "This means no", NextStep = noStep } } }); DiscordDmChannel userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); DialogueHandler inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, emojiStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } }
public async Task Dialogue(CommandContext ctx) { var inputStep = new TextStep("Say: abc", null); var funnyStep = new IntStep("Haha, funny", null, 100); string input = string.Empty; int value = 0; inputStep.OnValidResult += (result) => { input = result; if (result == "abc") { inputStep.SetNextStep(funnyStep); } }; funnyStep.OnValidResult += (result) => value = result; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, inputStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await ctx.Channel.SendMessageAsync(input).ConfigureAwait(false); await ctx.Channel.SendMessageAsync(value.ToString()).ConfigureAwait(false); }
public async Task Dialogue(CommandContext ctx) { TextStep inputStep = new TextStep("Enter something interesting", null); TextStep funnyStep = new TextStep("Haha, funny", null); string input = string.Empty; inputStep.OnValidResult += (result) => { input = result; if (result == "something interesting") { inputStep.SetNextStep(funnyStep); } }; DiscordDmChannel userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); DialogueHandler inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, inputStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await ctx.Channel.SendMessageAsync(input).ConfigureAwait(false); }
public async Task CreateItem(CommandContext ctx) { var itemDescriptionStep = new TextStep("Enter item description:", null); var itemNameStep = new TextStep("Enter item name:", itemDescriptionStep); var item = new Item(); itemNameStep.OnValidResult += (result) => item.Name = result; itemDescriptionStep.OnValidResult += (result) => item.Description = result; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); //ctx.Channel; var inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, itemNameStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await _itemService.CreateNewItemAsync(item); await ctx.Channel.SendMessageAsync($"Item {item.Name} successfully created!").ConfigureAwait(false); }
public async Task Dialogue(CommandContext ctx) { var inputStep = new TextStep("Enter someone you want to calculate compatibility with! No need to use '^comp' again in your next message", null); string input = string.Empty; //var funnystep = new TextStep("Haha funny", null); inputStep.OnValidResult += (result) => { input = result; //if(result == "something interesting") { //inputStep.SetNextStep(funnystep); } }; //var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler(ctx.Client, ctx.Channel, ctx.User, inputStep); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } var random = new Random(); int percent = random.Next(0, 101); await ctx.Channel.SendMessageAsync(ctx.Member.Mention + ", your compatibility with " + input + " is " + percent + "%!").ConfigureAwait(false); }
public async Task Dialogue(CommandContext ctx) { var inputStep = new TextStep("Enter something interesting!", null, 10); string input = string.Empty; inputStep.OnValidResult += (result) => input = result; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler( ctx.Client, userChannel, ctx.User, inputStep ); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await ctx.Channel.SendMessageAsync(input).ConfigureAwait(false); }
public async Task CreateItem(CommandContext ctx) { var itemPriceStep = new IntStep("How much does the item cost?", null, 1); var itemDescriptionStep = new TextStep("What is the item about?", itemPriceStep); var itemNameStep = new TextStep("What will the item be called?", itemDescriptionStep); var item = new Item(); itemNameStep.OnValidResult += (result) => item.Name = result; itemDescriptionStep.OnValidResult += (result) => item.Description = result; itemPriceStep.OnValidResult += (result) => item.Price = result; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler( ctx.Client, userChannel, ctx.User, itemNameStep ); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await _itemService.CreateNewItemAsync(item).ConfigureAwait(false); await ctx.Channel.SendMessageAsync($"Item {item.Name} succesfully created!").ConfigureAwait(false); }
public async Task ItemInfo(CommandContext ctx) { var itemNameStep = new TextStep("What item are you looking for?", null); string itemName = string.Empty; itemNameStep.OnValidResult += (result) => itemName = result; var inputDialogueHandler = new DialogueHandler( ctx.Client, ctx.Channel, ctx.User, itemNameStep ); bool succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } Item item = await _itemService.GetItemByNameAsync(itemName).ConfigureAwait(false); if (item == null) { await ctx.Channel.SendMessageAsync($"There is no item called {itemName}"); return; } await ctx.Channel.SendMessageAsync($"Name: {item.Name}, Description: {item.Description}, Price: {item.Price}"); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (ShouldClose) { Exit(); } KeyHelper.Update(); RenderHandler.Update(); MouseHandler.Update(); if (KeyHelper.CheckTap(Keys.OemTilde)) { DialogueHandler.Start(TestHelper.GetTestDialogues()); } if (KeyHelper.CheckTap(Keys.D3)) { ((PlayerManager)PlayerCharacter.Manager).Inventory.AddToInventory(new Flight()); } if (KeyHelper.CheckTap(Keys.D2)) { ((PlayerManager)PlayerCharacter.Manager).Inventory.AddToInventory(new RegularHealingPotion()); } if (KeyHelper.CheckTap(Keys.D1)) { ((PlayerManager)PlayerCharacter.Manager).Inventory.AddToInventory(new RegularSpeedPotion()); } if (KeyHelper.CheckHeld(Keys.D0)) { PlayerManager.Health--; } GameTimeMilliseconds = gameTime.ElapsedGameTime.TotalMilliseconds; GameTimeSeconds = gameTime.ElapsedGameTime.TotalSeconds; base.Update(gameTime); }
public async Task Dialogue(CommandContext ctx) { var inputStep = new TextStep("Enter smth interesting", null, 5); var funnyStep = new IntStep("MUR MUR MUR", null, maxValue: 100); var input = string.Empty; var value = 0; inputStep.OnValidResult += result => { input = result; if (result == "SupDvach!") { inputStep.SetNextStep(funnyStep); } }; funnyStep.OnValidResult += result => value = result; var userChannel = await ctx.Member.CreateDmChannelAsync().ConfigureAwait(false); var inputDialogueHandler = new DialogueHandler(ctx.Client, userChannel, ctx.User, inputStep); var succeeded = await inputDialogueHandler.ProcessDialogue().ConfigureAwait(false); if (!succeeded) { return; } await ctx.Channel.SendMessageAsync(input).ConfigureAwait(false); await ctx.Channel.SendMessageAsync($"{value}").ConfigureAwait(false); }
private void IncorrectAccusation(Clue accusation) { string accusedCharacterName = NPCInteraction.activeCharacter.Name; string missingTags = string.Empty; // Check if we have the right tags first. string[] requiredAccusationTags = DialogueHandler.GetRequiredAccusationClueTags(); // Since we only need to accuse one clue and have to have the other unlocked, make sure // we passed in one of them and have them unlocked in the Journal. if (requiredAccusationTags.Contains(accusation.ClueTag)) { // We passed in a correct clue, now let's make sure we have them unlocked in the journal. foreach (string tag in requiredAccusationTags) { if (!Journal.Instance.HasDiscoveredClue(tag)) { missingTags += tag + ", "; } } } else { missingTags = "You did not pass in the correct clue."; } //result += "MISSING TAGS: " + missingTags + "\n"; //if (DialogueHandler.GetCulpritName() != accusedCharacterName) // result += "You did not accuse the correct character. The culprit was actually " + DialogueHandler.GetCulpritName(); HandleEndGame(false); }
IEnumerator BossDiedDialogue() { dialogueHandler = GameObject.Find("DialogueHandler").GetComponent <DialogueHandler>(); dialogueHandler.showDialogue(AvatarShown.PROGAGONIST, "That looks like it could be the intelligence inhibitor key!"); yield return(new WaitForSeconds(4f)); dialogueHandler.hideDialogue(); }
private void Start() { foregroundTilemap = ObjectReferences.Instance.ForegroundTilemap; backgroundTilemap = ObjectReferences.Instance.BackgroundTilemap; TurnTextScript = ObjectReferences.Instance.TurnTextScript; DialogueHandler = ObjectReferences.Instance.DialogueHandlerScript; MapDetails.InitialiseTiles(foregroundTilemap); }
// Use this for initialization void Start() { charController = GetComponent <CharacterController>(); cam = Camera.main.transform; anim = GetComponent <Animator>(); dialogueHandler = FindObjectOfType <DialogueHandler>(); }
// Use this for initialization void Awake() { gameController = GameObject.Find("IIncubate").GetComponent <GameController>(); eggParameter = GameObject.Find("Egg").transform.Find("clean").GetComponent <EggParameter>(); shaderHandler = GameObject.Find("Egg").transform.Find("clean").GetComponent <ShaderHandler>(); dialogueHandler = GameObject.Find("DialogueText").GetComponent <DialogueHandler>(); hatchlingLight = transform.Find("Light").GetComponent <Light>(); }
public DialogueOption(DialogueHandler dialogueHandler, XmlNode node) { this.dialogueHandler = dialogueHandler; displayText = node.SelectSingleNode("DisplayText").InnerText; selectOnEnterPressed = XmlConvert.ToBoolean(node.SelectSingleNode("SelectOnEnterPressed").InnerText); nextDialogue = node.SelectSingleNode("NextDialogue").InnerText; }
private void Start() { questionButtons = new List <QuestionButton>(); accusationButtons = new List <QuestionButton>(); knowledgeButton.onClick.AddListener(() => { QuestionHandler.ProbeClue(new Clue("Knowledge", "Preliminary knowledge the character knows.")); }); //AddClue("Case", new Clue("Knowledge", "")); //questionButtons.Add(new QuestionButton(questionCloseButton, new Clue())); print(DialogueHandler.GetCulpritName()); }
void GetDialogue() { faceArray = new Sprite[dialogue.Length]; target = targetArray[index]; dialogue = target.dialogue; faceArray = target.faceArray; temp = new string[dialogue.Length]; faceTemp = new Sprite[faceArray.Length]; }
void Start() { this.paused = false; dialogueHandler = new DialogueHandler(); debrisGenerator = new GameObject("DebrisGenerator"); debrisGenerator.transform.parent = this.transform; debrisGenerator.AddComponent<DebrisGeneratorScript>(); soundManager = new GameObject("SoundManager"); //Instantiate object that carries and plays all sounds soundManager.transform.parent = this.transform; soundManager.AddComponent<SoundManager>(); subtitleHandler = new GameObject("SubtitleHandler"); subtitleHandler.transform.parent = this.transform; subtitleHandler.AddComponent<DialogueHandler>(); dialogueManager = new GameObject("DialogueManager"); //Instantiate object that shows dialogue on screen dialogueManager.transform.parent = this.transform; dialogueManager.AddComponent<DialogueManagerScript>(); postProcessManager = new GameObject("PostProcessManager"); postProcessManager.transform.parent = this.transform; postProcessManager.AddComponent<PostProcessManagerScript>(); storyConditionManager = new GameObject("StoryConditionManager"); storyConditionManager.transform.parent = this.transform; storyConditionManager.AddComponent<StoryConditionManager>(); oxygenBars = GameObject.Find("OxygenBars"); oxygenBars.transform.parent = this.transform; oxygenBars.AddComponent<OxygenBarScript>(); screenFader = new GameObject("ScreenFader"); screenFader.transform.parent = this.transform; screenFader.AddComponent<ScreenFadeScript>(); endStatistics = GameObject.Find("EndStatistics"); endStatistics.transform.SetParent(this.transform); endStatistics.AddComponent<EndStatisticsScript>(); initialScene = new GameObject("InitialScene"); initialScene.transform.parent = this.transform; initialScene.AddComponent<InitialScene>(); objectiveIndicator = new GameObject("ObjectiveIndicator"); objectiveIndicator.AddComponent<ObjectiveIndicatorScript>(); character = new GameObject("CustomCharacterController"); // character.transform.parent = this.transform; character.AddComponent<CustomCharacterController>(); drifter = GameObject.Find("Drifter"); drifter.transform.parent = this.transform; drifter.AddComponent<DrifterScript>(); drifter.transform.position = Camera.main.transform.position + drifterOffset; tree = new StoryTree(this.gameObject); tree.growTree(); curGameStatus = StoryStatus.STATUS_None; GameObject.Find("StoryConditionManager").GetComponent<StoryConditionManager>().addCondition(StoryConditionValues.PlayerDead); GameObject.Find("StoryConditionManager").GetComponent<StoryConditionManager>().addCondition(StoryConditionValues.DrifterDead); dialogueHandler.hideSubtitle(); Pause(); //WWW gameAnalytics = this.getAnalytics(); //WWW updateGameAnalytics = this.updateAnalytics(GAME_ANALYTICS_DID_NOT_SAVE); }