public InitialEmotionState(NPC toControl, string currentDialogue) : base(toControl, "...") { toControl.SetCharacterPortrait(StringsNPC.Sad); AppleReaction = new Reaction(); AppleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Apple, new DispositionDependentReaction(AppleReaction)); FishingRodReaction = new Reaction(); FishingRodReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.FishingRod, new DispositionDependentReaction(FishingRodReaction)); PlushieReaction = new Reaction(); PlushieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.TimeWhale, new DispositionDependentReaction(PlushieReaction)); ToolBoxReaction = new Reaction(); ToolBoxReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Toolbox, new DispositionDependentReaction(ToolBoxReaction)); SeaShellReaction = new Reaction(); SeaShellReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Seashell, new DispositionDependentReaction(SeaShellReaction)); RoseReaction = new Reaction(); RoseReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Rose, new DispositionDependentReaction(RoseReaction)); CaptainsLogReaction = new Reaction(); CaptainsLogReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.CaptainLog, new DispositionDependentReaction(CaptainsLogReaction)); ToySwordReaction = new Reaction(); ToySwordReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.ToySword, new DispositionDependentReaction(ToySwordReaction)); RopeReaction = new Reaction(); RopeReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Rope, new DispositionDependentReaction(RopeReaction)); VegetableReaction = new Reaction(); VegetableReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Vegetable, new DispositionDependentReaction(VegetableReaction)); ToyPuzzleReaction = new Reaction(); ToyPuzzleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.ToyPuzzle, new DispositionDependentReaction(ToyPuzzleReaction)); ToyBoatReaction = new Reaction(); ToyBoatReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.ToyBoat, new DispositionDependentReaction(ToyBoatReaction)); FluteReaction = new Reaction(); FluteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(FluteReaction)); ShovelReaction = new Reaction(); ShovelReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Shovel, new DispositionDependentReaction(ShovelReaction)); ApplePieReaction = new Reaction(); ApplePieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.ApplePie, new DispositionDependentReaction(ApplePieReaction)); LillySeedsReaction = new Reaction(); LillySeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.LilySeeds, new DispositionDependentReaction(LillySeedsReaction)); TulipSeedsReaction = new Reaction(); TulipSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.TulipSeeds, new DispositionDependentReaction(TulipSeedsReaction)); SunflowerSeedsReaction = new Reaction(); SunflowerSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.SunflowerSeeds, new DispositionDependentReaction(SunflowerSeedsReaction)); PendantReaction = new Reaction(); PendantReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Pendant, new DispositionDependentReaction(PendantReaction)); NoteReaction = new Reaction(); NoteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Note, new DispositionDependentReaction(NoteReaction)); HarpReaction = new Reaction(); HarpReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(HarpReaction)); WhatsYourNameChoice = new Choice("What's your name?", "......"); WhatsYourNameReaction = new Reaction(); WhatsYourNameReaction.AddAction(new NPCCallbackAction(UpdateWhatsYourName)); WhatsYourNameReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allChoiceReactions.Add(WhatsYourNameChoice, new DispositionDependentReaction(WhatsYourNameReaction)); AreYouNewChoice = new Choice("Are you new?", "......"); AreYouNewReaction = new Reaction(); AreYouNewReaction.AddAction(new NPCCallbackAction(UpdateAreYouNew)); AreYouNewReaction.AddAction(new UpdateCurrentTextAction(toControl, "......")); _allChoiceReactions.Add(AreYouNewChoice, new DispositionDependentReaction(AreYouNewReaction)); FineHaveItYourWayChoice = new Choice("Fine! Have it your way!", ".................."); FineHaveItYourWayReaction = new Reaction(); FineHaveItYourWayReaction.AddAction(new NPCCallbackAction(UpdateFineHaveItYourWay)); FineHaveItYourWayReaction.AddAction(new UpdateCurrentTextAction(toControl, ".................")); DontYouSpeakChoice = new Choice("Don't you speak?", "............."); DontYouSpeakReaction = new Reaction(); DontYouSpeakReaction.AddAction(new NPCCallbackAction(UpdateDontYouSpeak)); DontYouSpeakReaction.AddAction(new UpdateCurrentTextAction(toControl, ".............")); WellTellMeChoice = new Choice("Well tell me when you want to talk.", "...................."); WellTellMeReaction = new Reaction(); WellTellMeReaction.AddAction(new NPCCallbackAction(UpdateWellTellMe)); WellTellMeReaction.AddAction(new UpdateCurrentTextAction(toControl, "....................")); }
public void DidntGiveApple(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.Sad); SetDefaultText("Ohh... Ok."); GUIManager.Instance.CloseInteractionMenu(); FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachUpsetFlag); }
public void GiveApple(NPC toControl) { SetDefaultText("Hey, thanks!"); toControl.SetCharacterPortrait(StringsNPC.Happy); GUIManager.Instance.RefreshInteraction(); GUIManager.Instance.CloseInteractionMenu(); FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachHappyFlag); }
public void setPortraitYelling(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Yelling); }
public void MethodA(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.Sad); }
public void setPortraitSmile(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Smile); }
public void setPortraitNormal(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld); }
public void setPortraitHappy(NPC toControl) { toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Happy); }
public HappyForCastleMan(NPC toControl, string currentDialogue) : base(toControl, currentDialogue) { toControl.SetCharacterPortrait(StringsNPC.Happy); toControl.ChangeFacialExpression(StringsNPC.Happy); curiousAboutSon.AddAction(new NPCCallbackAction(AskAboutSon)); askToPlayMusic.AddAction(new UpdateDefaultTextAction(toControl, "I always wanted to play something compliments the seasons.")); askToPlayMusic.AddAction(new NPCCallbackAction(ClearAllChoices)); Action takeItemFromPlayer = new NPCTakeItemAction(toControl); Action textBoxUpdate = new UpdateCurrentTextAction(toControl, "This is perfect! I will be playing melodies around town."); Action defaultTextUpdate = new UpdateDefaultTextAction(toControl, "There is nothing better than serenading under the sunlight"); CreateInstrumentReactions (toControl, takeItemFromPlayer, textBoxUpdate, defaultTextUpdate); //Add schedule action here _allChoiceReactions.Add(askAboutSon, new DispositionDependentReaction(curiousAboutSon)); _allChoiceReactions.Add(playMusicialInstrument, new DispositionDependentReaction(askToPlayMusic)); _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playHarp)); _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playFlute)); }
public DispleasedWithSon(NPC toControl, string currentDialogue) : base(toControl, currentDialogue) { toControl.SetCharacterPortrait(StringsNPC.Sad); toControl.ChangeFacialExpression(StringsNPC.Sad); playUnwantedInstrument.AddAction(new NPCCallbackAction(ClearAllChoices)); playUnwantedInstrument.AddAction(new UpdateCurrentTextAction(toControl, "Not now, maybe later.")); LikesThePlayerReactions(toControl); HatesThePlayerReactions(toControl); sayNothing.AddAction(new NPCCallbackAction(ActAsAMime)); _allChoiceReactions.Add (ambivalent, new DispositionDependentReaction(sayNothing)); _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playUnwantedInstrument)); _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playUnwantedInstrument)); }