예제 #1
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    // Use this for initialization

    void Start()
    {
        // get Interface Script
        gui_script = GameObject.Find("GUI").gameObject.GetComponent <InterfaceScript>();
        osc        = GameObject.Find("osc_script").gameObject.GetComponent <OSCReceiver1> ();
        spheres    = GameObject.Find("spheres_script").gameObject.GetComponent <Spheres> ();
    }
예제 #2
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 public void setData(InterfaceScript _master, ObjectInSpace _owner, ObjectInSpace _target, InterfaceOverviewItemScript _interfaceOverviewItem)
 {
     master = _master;
     owner  = _owner;
     target = _target;
     interfaceOverviewItem = _interfaceOverviewItem;
 }
예제 #3
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    void Awake()
    {
        Notifications = GameObject.Find("GameManager").GetComponent <NotificationsManager>();

        //get references
        randomizedData = GetComponent <RandomizedData>();

        //get array of goblins in the scene
        goblins  = GameObject.FindGameObjectsWithTag("Goblin");
        uiScript = GameObject.Find("GameManager").GetComponent <InterfaceScript>();
        array_bedroomsInScene    = GameObject.FindGameObjectsWithTag("Bedroom");
        array_goblinMats         = Resources.LoadAll("Materials", typeof(Material)).Cast <Material>().ToArray();
        array_hatsInFolder       = Resources.LoadAll("Prefabs/Hats", typeof(GameObject)).Cast <GameObject>().ToArray();         //can only get contents of folder into array, I guess
        array_containersInFolder = Resources.LoadAll("Prefabs/Containers", typeof(GameObject)).Cast <GameObject>().ToArray();


        ChooseMurderer();                                   //done first so we can choose who knows who the murderer is in the next function call
        SetGoblinBasicInfo();                               //names all goblins and stores names and scripts in dict, knowsMurderer, weapon, bedroom
        SetGoblinDialogue1_and_2();                         //sets victim name, feelings, and dialogue options 1 and 2
        SetGoblinDialogue3();                               //sets dialogue option 3.  Must come after 1 & 2 because all feelings must be set for this to work.
        //TestDialogues();
        SetGoblinHats();
        SetUpContainers();
        SetUpVictim();
        SetUserInterfaceData();
    }
예제 #4
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 /// <summary>
 /// Shows the help.
 /// </summary>
 /// <param name="arg"></param>
 /// <param name="arg2"></param>
 public void ShowHelp(string arg, string arg2)
 {
     //TODO: Currently this is being done both in InputValidation.cs and here. Simplify?
     string[] panelNames = { "MOVE", "TUTORIAL", "INTERACT", "COMMAND", "COMBAT" };
     //Check if the Player gave any additional input
     CheckString("Help", arg);
     //If not, send "null" to the InterfaceScript so that will show the help panel
     if (NoInput)
     {
         InterfaceScript.ShowHelp("null");
         //InterfaceScript.ActivateInput();
         return;
     }
     //If there are arguments, it should either be "with" + a valid help opion
     // or just a valid help option.
     if (arg.Equals("with", StringComparison.CurrentCultureIgnoreCase) &&
         CommandListScript.AllCommandsList.Any(s => s.Equals(arg2, StringComparison.CurrentCultureIgnoreCase)))
     {
         InterfaceScript.ShowHelp(arg2);
         return;
     }
     if (CommandListScript.AllCommandsList.Any(s => s.Equals(arg, StringComparison.CurrentCultureIgnoreCase)) ||
         panelNames.Any(s => s.Equals(arg, StringComparison.CurrentCultureIgnoreCase)))
     {
         InterfaceScript.ShowHelp(arg);
         return;
     }
     //Or if no valid command was given as an argument, let the Player know.
     else
     {
         DialogueScript.ErrorText("No help for that.");
     }
 }
예제 #5
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 public void Awake()
 {
     //Get all of the scripts
     InteractionScript  = GetComponent <InteractionCommands>();
     CommandScript      = GetComponent <Commands>();
     CombatCommands     = GetComponent <CombatCommands>();
     MovementCommands   = GetComponent <MovementCommands>();
     DissectingScript   = GetComponent <DissectInputScript>();
     DialogueScript     = GameObject.FindGameObjectWithTag("UI").GetComponent <Dialogue>();
     PlayerScript       = GetComponent <Player>();
     InterfaceScript    = GameObject.FindGameObjectWithTag("UI").GetComponent <InterfaceScript>();
     ItemNameListScript = GameObject.FindGameObjectWithTag("ScriptHolder").GetComponent <ItemNameList>();
     GameTurnController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameTurnController>();
     if (!GameObject.FindGameObjectWithTag("CommandListHolder"))
     {
         Instantiate(gameObject, Vector3.zero, Quaternion.identity);
         gameObject.tag  = "CommandListHolder";
         gameObject.name = "CommandListHolder";
         gameObject.AddComponent <CommandList>();
         CommandListScript = gameObject.GetComponent <CommandList>();
     }
     else
     {
         CommandListScript = GameObject.FindGameObjectWithTag("CommandListHolder").GetComponent <CommandList>();
     }
     LevelScript = GameObject.FindGameObjectWithTag("ScriptHolder").GetComponent <LevelScript>();
 }
예제 #6
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 /// <summary>
 /// Changes the turn after a combat move has finished checking for hit or miss
 /// </summary>
 /// <param name="ability">The ability.</param>
 /// <param name="hit">The hit.</param>
 public void ChangeTurn(string ability, string hit)
 {
     GameObject.FindGameObjectWithTag("Player").GetComponent <WarriorClass>().chargeAmount--;
     //If the ability was Slam and it hit (or crit)
     if (ability == "Slam" && (hit == "Hit" || hit == "Crit"))
     {
         //Inform the Player that the enemy is stunned
         DialogueScript.CombatTextPlayer("Your foe seems stunned by your shield!");
         DialogueScript.CombatTextPlayer("Quickly strike again before he regains his whereabouts!");
         //Return the state to Combat, add one to Turn counter and activate input
         GameTurnController.CurrentState = GameTurnController.PlayerState.Combat;
         CurrentTurn++;
         InterfaceScript.ActivateInput();
         return;
     }
     //Else, if the ability was null (i.e. missed)
     if (ability == null)
     {
         //Change state to Enemy turn, do 0 damage and add one to turn counter
         GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyCombatTurn;
         StartCoroutine(DoDamage(0, "null"));
         CurrentTurn++;
         return;
     }
     //Otherwise, just change to enemy turn and add one to turn counter
     GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyCombatTurn;
     CurrentTurn++;
 }
예제 #7
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 void Awake()
 {
     sound         = GetComponent <AudioSource>();
     gameManager   = GameObject.Find("GameManager").GetComponent <GameManager>();
     Notifications = GameObject.Find("GameManager").GetComponent <NotificationsManager>();
     uiScript      = GameObject.Find("GameManager").GetComponent <InterfaceScript>();
     playerState   = PlayerState.none;
 }
 void Start()
 {
     if (point == Vector3.zero)
     {
         destroy();
     }
     startTime = Time.time;
     master    = GameObject.Find("InterfaceGame").GetComponent <InterfaceScript>();
 }
예제 #9
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    void Awake()
    {
        //UI = GameObject.Find ("UI");
        UIscript      = GameObject.Find("GameManager").GetComponent <InterfaceScript>();
        Notifications = GameObject.Find("GameManager").GetComponent <NotificationsManager>();
        //gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();

        //mainMenu = GameObject.Find ("MainMenu");
        //mainMenuScript = mainMenu.GetComponent<MenuScript>();
    }
예제 #10
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    private void Awake()
    {
        GameObject userInterface = GameObject.FindGameObjectWithTag("UI");

        _uScript = userInterface.GetComponent <InterfaceScript>();
        _uScript.FindPlayerScript();
        Level = 1;
        SetPlayerStats();
        _uScript.InfoKeyText.text = "Your Keys: " + GetComponent <Commands>().Keys;
    }
예제 #11
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 internal bool OnCooldown(string function)
 {
     if (CooldownList.Any(s => s.Equals(function, StringComparison.CurrentCultureIgnoreCase)))
     {
         DialogueScript.ErrorText("You're currently cooling down from using that ability.");
         InterfaceScript.ActivateInput();
         return(true);
     }
     return(false);
 }
예제 #12
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    private void Start()
    {
        canvas              = GameObject.Find("Canvas");
        interfaceScript     = canvas.GetComponent <InterfaceScript>();
        viewMesh            = new Mesh();
        viewMesh.name       = "View Mesh";
        viewMeshFilter.mesh = viewMesh;

        StartCoroutine("FindTargetsWithDelay", .2f);
    }
예제 #13
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 void Awake()
 {
     _gameTurnController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameTurnController>();
     _uiScript           = GameObject.FindGameObjectWithTag("UI").GetComponent <InterfaceScript>();
     _levelScript        = GameObject.FindGameObjectWithTag("ScriptHolder").GetComponent <LevelScript>();
     _enemyName          = this.name.Remove(1, name.Length - 1);
     if (SceneManager.GetActiveScene().name == "Tutorial")
     {
         GetScripts();
     }
 }
예제 #14
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    void Awake()
    {
        //If this is the tutorial, so the very first level, set the number of commands available to 4
        //Otherwise the Player should receive whatever they had left from the previous level.
        if (SceneManager.GetActiveScene().name == "Tutorial")
        {
            PlayerPrefs.SetInt("CommandsPool", 4);
        }
        GameObject userInterface = GameObject.FindGameObjectWithTag("UI");

        _uScript           = userInterface.GetComponent <InterfaceScript>();
        CommandHistoryList = new List <string>();
    }
예제 #15
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    void Start()
    {
        //guarda todas as referências necessárias
        player             = FindObjectOfType <PlayerController>();
        interfaceScript    = FindObjectOfType <InterfaceScript>();
        cameraController   = FindObjectOfType <CameraController>();
        miniGameController = FindObjectOfType <MiniGameController>();
        Invoke("DelayStart", 0.1f);

        //carrega qual foi o último vírus jogado
        //irá setar o currentVirusID no playerController
        LoadData();
    }
예제 #16
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 public static void StopADS()
 {
     if (!HipFirePositionReached && WeaponSwitch.Wapens[WeaponSwitch.CurrentWeapon].Recoil == 0)
     {
         WeaponSwitch.Wapens[WeaponSwitch.CurrentWeapon].WeaponObject.transform.localPosition = Vector3.Slerp(WeaponSwitch.Wapens[WeaponSwitch.CurrentWeapon].WeaponObject.transform.localPosition, HipFirePosition, Time.deltaTime * 25f);
         Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, NormalFOV, Time.deltaTime * 25f);
         try
         {
             InterfaceScript.EnableCrosshair();
         }
         catch { }
     }
 }
예제 #17
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    void FinishTurn()
    {
        if (currentHp < lastTurnHp)
        {
            cowardness++;
        }                           //if it lost hp this turn, make it more likley to block
        if (currentHp <= 0)         //if it has no hp
        {
            if (enemyName != "Boss")
            {
                Animate();
            }                                                //die
            else
            {
                DialogueScript.CombatTextEnemy("NO YOU FOILED MY PLANS! BUT I WILL BE BACK!");
            }
            switch (enemyName)
            {
            case "D":
                GetComponent <Animator>().SetBool("TrollDeath", true);
                break;

            case "S":
                GetComponent <Animator>().SetTrigger("DeathAnimationTrigger");
                break;
            }
            Invoke("EndOfMe", 2f);             //get deadededed
        }

        if (hasRegen == true && currentHp < maxHp && currentHp > 0) //if it has regen, and it hp is less than max, and more than 0
        {
            currentHp += regenSpeed;                                //if the enemy has regen, add regen to health
            DialogueScript.CombatTextEnemy("Some of the " + enemyName + "s wounds close up!");
        }
        if (currentHp > maxHp)
        {
            currentHp = maxHp;
        }                               //if health exeeds max health set it to max health
        lastTurnHp = currentHp;         //ends the turn, and stores how much hp this used to have

        if (PlayerPrefs.GetInt("Health") <= 0)
        {
            KillPlayer();
        }                                                                        //if the player has 0 hp kill it

        CurrentTurn++;                                                           //add to current turn
        GameTurnController.CurrentState = GameTurnController.PlayerState.Combat; //change turn
        InterfaceScript.ActivateInput();
    }
예제 #18
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    private float dim      = 1.42f; //initial dimensions
    //private var sphere = GameObject.Find(gameReceiver);

    // Use this for initialization
    void Start()
    {
        // get Interface Script
        gui_script = GameObject.Find("GUI").gameObject.GetComponent <InterfaceScript>();

        //Initializes on start up to listen for messages
        //make sure this game object has both UDPPackIO and OSC script attached

        UDPPacketIO udp = GetComponent <UDPPacketIO>();

        udp.init(RemoteIP, SendToPort, ListenerPort);
        handler = GetComponent <Osc>();
        handler.init(udp);
        handler.SetAllMessageHandler(AllMessageHandler);
    }
예제 #19
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 public void GettingLoot(string potionType)
 {
     StopCoroutine("ActivatingCommands");
     ClearCommandPool();
     if (LootedPermPotion)
     {
         DialogueScript.GameInformationText("You looted a " + potionType + " potion!");
         DialogueScript.GameInformationText("If you want to use it, write yes! Otherwise write anything else.");
         InterfaceScript.IsGettingLoot = true;
         InterfaceScript.ActivateInput();
         GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
         return;
     }
     StartChain();
 }
예제 #20
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    /// <summary>
    /// Activates the instant command.
    /// </summary>
    /// <param name="instantCommand">The instant command.</param>
    /// <returns></returns>
    public IEnumerator ActivateInstantCommand(string instantCommand)
    {
        //Change the state to CommandChain
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.PlayerTurn)
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.CommandChain;
        }
        //Deactivate the input and run the command through the dissecting script
        InterfaceScript.DeActivateInput();
        DissectingScript.DissectPlayerInput(instantCommand, 2);
        //For the commands that needs it (like Rest), wait until they are done before moving on
        if (MovementCommands.MovementHappening)
        {
            while (MovementCommands.MovementHappening)
            {
                yield return(new WaitForEndOfFrame());
            }
        }

        yield return(new WaitForSeconds(0.2f));

        //Check if it is dark, and check of rest was used which will take up the entire turn then move to enemyturn
        if (LevelScript.Darkness)
        {
            LevelScript.DarknessHealthLoss();
        }
        if (instantCommand.ToUpper() == "REST")
        {
            if (CheckForEnemies() == 0 || SceneManager.GetActiveScene().name == "Level20")
            {
                DialogueScript.GameInformationText("It's your turn.");
                GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
                InterfaceScript.ActivateInput();
                yield break;
            }
            DialogueScript.GameInformationText("Enemies are moving.");
            GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyTurn;
            yield break;
        }
        //Or return to playerturn and activate the input
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.CommandChain)
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
        }
        InterfaceScript.ActivateInput();
    }
예제 #21
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 void Update()
 {
     if (Input.GetKeyUp(KeyCode.Return))
     {
         if (GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyCombatTurn ||
             GameTurnController.CurrentState == GameTurnController.PlayerState.CommandChain ||
             GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyTurn)
         {
             DialogueScript.ErrorText("Can't do anything now.");
             InterfaceScript.DeActivateInput();
         }
         else if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat ||
                  GameTurnController.CurrentState == GameTurnController.PlayerState.PlayerTurn)
         {
             if (InterfaceScript.CommandInputField.text == "")
             {
                 DialogueScript.ErrorText("Nothing saved.");
                 InterfaceScript.ActivateInput();
                 return;
             }
             InterfaceScript.PlayerInput();
         }
     }
     //Make sure that if people hit their mouse buttons or escape, the input is still active
     if (Input.GetKeyUp(KeyCode.Mouse0) || Input.GetKeyUp(KeyCode.Mouse1) || Input.GetKeyUp(KeyCode.Escape))
     {
         InterfaceScript.ActivateInput();
     }
     //If Player hit the up-arrow, the last thing they wrote will be placed back into the input field
     if (Input.GetKeyUp(KeyCode.UpArrow) && (GameTurnController.CurrentState == GameTurnController.PlayerState.PlayerTurn ||
                                             GameTurnController.CurrentState == GameTurnController.PlayerState.Combat))
     {
         if (InterfaceScript.LastCommands == null)
         {
             return;
         }
         InterfaceScript.ActivateInput();
         InterfaceScript.CommandInputField.text = InterfaceScript.LastCommands;
         InterfaceScript.CommandInputField.MoveTextEnd(true);
         InterfaceScript.LastCommands = null;
     }
 }
예제 #22
0
    void Awake()
    {
        //Get the other scripts
        _gameTurnController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameTurnController>();
        _commandListScript  = GameObject.FindGameObjectWithTag("CommandListHolder").GetComponent <CommandList>();
        _dialogueScript     = GameObject.FindGameObjectWithTag("UI").GetComponent <Dialogue>();
        _commandsScript     = GetComponent <Commands>();
        _interfaceScript    = GameObject.FindGameObjectWithTag("UI").GetComponent <InterfaceScript>();

        //Fill up the command lists
        _tutorialCommands = new List <string> {
            "NEXT", "FINISHED", "PREVIOUS", "RESPAWN", "INFO"
        };
        _instantCommands = new List <string> {
            "ALIAS", "UNALIAS", "LEVEL", "RESTART", "HELP", "LIST", "EXPERIENCE", "STATS", "REST", "GAINLEVEL", "GETKEY", "CLOSE"
        };
        _nillOneTwoArgumentCommands = new List <string>()
        {
            "KICK", "WEAR", "LICK", "JUMP", "HIDE", "LOOK", "PUSH", "PULL", "GO", "HELP"
        };

        //Get the player class
        _className = PlayerPrefs.GetString("Class");
    }
예제 #23
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 private void Start()
 {
     databaseAccess        = FindObjectOfType <DatabaseScript>();
     interfaceScriptAccess = FindObjectOfType <InterfaceScript>();
 }
예제 #24
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 void Start()
 {
     databaseAccess        = FindObjectOfType <DatabaseScript>();
     variableAccess        = FindObjectOfType <Initialisation>();
     interfaceScriptAccess = FindObjectOfType <InterfaceScript>();
 }
예제 #25
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	// Use this for initialization
	void Start () {
		inter = gameController.GetComponent<InterfaceScript>();
		soundCtrl = GameObject.FindGameObjectWithTag("SoundController").GetComponent<SoundController>();
		lvlCtrl = gameController.GetComponent<LevelController>();
	}
 public void setData(InterfaceScript _master, ObjectInSpace _owner, ObjectInSpace _target)
 {
     master = _master;
     owner  = _owner;
     target = _target;
 }
예제 #27
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 void Awake()
 {
     //sound = GameObject.Find("SoundManager").GetComponent<SoundManager>();
     uiScript = GameObject.Find("UI").GetComponent <InterfaceScript>();
 }
예제 #28
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 void Start()
 {
     CommandListScript.UpdateAllCommandsList();
     InterfaceScript.ActivateInput();
     InterfaceScript.LevelText.text = LevelScript.LevelCounter.ToString();
 }
예제 #29
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    /// <summary>
    /// IEnumerator that will go through the command chain until it is done, then reset everything that needs resetting to be ready for next turn.
    /// This is called from the function Start in the in-game commands list
    /// </summary>
    /// <returns></returns>
    public IEnumerator ActivatingCommands()
    {
        GameTurnController.CurrentState = GameTurnController.PlayerState.CommandChain;
        int textToRemove = 0;

        InterfaceScript.DeActivateInput();
        if (DialogueScript.CommandHistoryList.Count > 0)
        {
            foreach (string s in DialogueScript.CommandHistoryList)
            {
                DialogueScript.MovementText("You perform " + s);
                DissectingScript.DissectPlayerInput(s, 2);
                InterfaceScript.CommandPoolTexts[textToRemove].color = Color.green;
                if (MovementCommands.MovementHappening)
                {
                    while (MovementCommands.MovementHappening)
                    {
                        yield return(new WaitForEndOfFrame());
                    }
                }
                if (MetObstacle)
                {
                    DialogueScript.MovementText("You appear too disoriented to continue.");
                    MetObstacle = false;
                    break;
                }
                if (
                    CommandListScript.EmoteList.Any(
                        x =>
                        string.Equals(InterfaceScript.CommandPoolTexts[textToRemove].text, x,
                                      StringComparison.CurrentCultureIgnoreCase)))
                {
                    InterfaceScript.CommandPoolTexts[textToRemove].text = "";
                    textToRemove++;
                    yield return(new WaitForSeconds(1.7f));
                }
                else
                {
                    InterfaceScript.CommandPoolTexts[textToRemove].text = "";
                    textToRemove++;
                    yield return(new WaitForSeconds(0.7f));
                }
            }
        }
        ClearCommandPool();
        if (LevelScript.Darkness)
        {
            LevelScript.DarknessHealthLoss();
        }
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat ||
            GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyCombatTurn)
        {
            yield break;
        }
        if (SceneManager.GetActiveScene().name == "Tutorial")
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            InterfaceScript.ActivateInput();
            yield break;
        }
        if (LevelFinished)
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            yield break;
        }
        if (CheckForEnemies() == 0 || SceneManager.GetActiveScene().name == "Level20")
        {
            DialogueScript.GameInformationText("It's your turn.");
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            InterfaceScript.ActivateInput();
            yield break;
        }

        DialogueScript.GameInformationText("Enemies are moving.");
        GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyTurn;
    }
예제 #30
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 private void Start()
 {
     canvas          = GameObject.Find("Canvas");
     interfaceScript = canvas.GetComponent <InterfaceScript>();
 }
예제 #31
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    /// <summary>
    /// Print out a list of argument
    /// </summary>
    /// <param name="arg">The argument.</param>
    new public void List(string arg)
    {
        CheckString("List", arg);
        if (NoInput)
        {
            return;
        }
        if (arg.ToUpper() == "ALIAS")
        {
            //Make sure that the Player has actually saved an alias
            if (CommandListScript.AliasDictionary.Count != 0)
            {
                //Inform the Player that these are the aliases created
                DialogueScript.GameInformationText(
                    "Here's a list of aliases. ");
                //Iterate through the dictionary and print out each alias alongside the function
                foreach (string s in CommandListScript.AliasDictionary.Keys)
                {
                    string value = CommandListScript.AliasDictionary[s];
                    DialogueScript.MovementText(s + " : " + value);
                }
            }
            else
            {
                DialogueScript.ErrorText("No aliases saved.");
            }
        }

        if (arg.ToUpper() == "COMMANDS")
        {
            StringBuilder builtString = new StringBuilder();
            foreach (var list in CommandListScript.ValidCommandsList)
            {
                foreach (string s in list)
                {
                    builtString.Append(s).Append(" | ");
                }
            }
            foreach (string s in CommandListScript.CommandsList)
            {
                builtString.Append(s).Append(" | ");
            }
            foreach (string s in CommandListScript.CombatCommands)
            {
                builtString.Append(s).Append(" | ");
            }
            InterfaceScript.PlaceText(builtString.ToString(), new Color(0, 255, 200), 15);
        }

        if (string.Equals(arg, "emotes", StringComparison.CurrentCultureIgnoreCase))
        {
            var builtString = new StringBuilder();
            foreach (string s in CommandListScript.EmoteList)
            {
                builtString.Append(s).Append(" - ");
            }
            InterfaceScript.PlaceText(builtString.ToString(), new Color(0, 255, 200), 15);
        }
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat)
        {
            InterfaceScript.ActivateInput();
        }
    }