public void NextBehavior() { if (myTime < 135 && !(behavior == 1)) //BEHAVIOR 1 { behavior = 1; bc.Display("tense debate about the police", col, 3f, friendclips[0], NextBehavior); annoy.value = .6f; return; } if (myTime < 180 && !(behavior == 2)) //BEHAVIOR 2 { behavior = 2; pm.StartWalking(PathA, NextBehavior); annoy.value = 0f; return; } if (myTime < 285 && !(behavior == 3)) //BEHAVIOR 3 { behavior = 3; bc.Display("cheerfull exchange about the cake", col, 3f, friendclips[1], NextBehavior); annoy.value = 0f; return; } if (myTime >= 285 && !(behavior == 4)) //BEHAVIOR 4 { behavior = 4; pm.StartWalking(PathB, NextBehavior); annoy.value = 0f; return; } }
public void NextBehavior() { if (behavior == 3) { return; } if (behavior == 0) //BEHAVIOR 1 { behavior = 1; bc.Display("enthusiastic chat \nabout cake", col, 3f, friendclips[0], NextBehavior); annoy.value = 0f; return; } if (behavior == 1) //BEHAVIOR 2 { behavior = 2; pm.StartWalking(PathA, NextBehavior); annoy.value = 0f; return; } if (behavior == 2) //BEHAVIOR 3 { behavior = 3; bc.Display("debate about animal rights", col, 3f, friendclips[1], NextBehavior); annoy.value = 0f; return; } }
public void NextBehavior() { i++; if (i >= PATHS.Count) { i = 0; } pm.StartWalking(PATHS[i], NextBehavior); }
private new void FixedUpdate() { base.FixedUpdate(); if (!started && myTime > Startwalkingafter) { pm.StartWalking(PathA); started = true; } }
new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Art Dealer", Message = "Do you want to buy that picture?", optionA = "How much is it?", optionB = "what..no!", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogstate ds1 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Art Dealer", Message = "500.000€", optionA = "Can we talk about sth else", optionB = "no bye,", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = ds1, oB_followup = Dend }; Dialogbox.Dialogtransition dt1 = new Dialogbox.Dialogtransition { origial = ds1, oA_followup = ds0, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = ds1; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[2]; dt[0] = dt0; dt[1] = dt1; //PATHFINDING pm = GetComponent <PersonMotor>(); PATHS.Add(PathA); PATHS.Add(PathB); PATHS.Add(PathC); PATHS.Add(PathD); PATHS.Add(PathE); pm.StartWalking(PATHS[0], NextBehavior); }