public void InitWindow() { hobbiesWindow.effectUponReaching = container.UpdateImageAction(3); StoryNode sawSomethingInteresting = new StoryNode("There was a time... I saw something very interesting.", container.UpdateImageAction(ONE)); sawSomethingInteresting.GraftStep(new StoryNode(string.Format("<--{0} has a faraway look in his eyes -->", catName), container.UpdateImageAction(FIVE))); hobbiesWindow.GraftStep(sawSomethingInteresting); hobbiesWindow.AddHint(new StoryNode("No one ever wants to hear about the most interesting thing I've seen.", container.UpdateImageAction(TWO))); StoryNode sawAnotherCat = new StoryNode("I saw another cat.", container.UpdateImageAction(ZERO)); StoryNode sawAnotherCat1 = new StoryNode("It was long and black.", container.UpdateImageAction(ONE)); StoryNode sawAnotherCat2 = new StoryNode("He was interesting because he didn't have a colllar. That's pretty unusual around here.", container.UpdateImageAction(FIVE)); sawAnotherCat.AddFreeTransition(sawAnotherCat1); sawAnotherCat1.AddFreeTransition(sawAnotherCat2); hobbiesWindow.AddInputBasedTransition("(see|saw|what was|look)".MatchSomewhere(), sawAnotherCat); StoryNode catLooksAwkward = new StoryNode(string.Format("<-- {0} looks very uncomfortable -->", catName), container.UpdateImageAction(TWO)); sawAnotherCat2.AddFreeTransition(catLooksAwkward); catLooksAwkward.GraftStep(new StoryNode("Maybe I shouldn't have brought this up. I don't know why I did.", container.UpdateImageAction(6))); catLooksAwkward.GraftStep(new StoryNode("I feel odd talking about him.", container.UpdateImageAction(9))); StoryNode catKnowsHim = new StoryNode("Well... I knew him.", container.UpdateImageAction(NINE)); catLooksAwkward.AddInputBasedTransition("(wrong?|okay?|uncomfortable|what's up?)".MatchSomewhere(), catKnowsHim); StoryNode hisNameWasRiddle = new StoryNode("He was a childhood friend. His name is Riddle.", container.UpdateImageAction(ELEVEN)); catKnowsHim.AddInputBasedTransition("(name|who|how|from where|from when|how long|other cat|the cat|tell me)".MatchSomewhere(), hisNameWasRiddle); catKnowsHim.AddHint(new StoryNode(string.Format("{0} looks as though he's remembering something from long ago", catName), container.UpdateImageAction(ZERO))); catKnowsHim.AddHint(new StoryNode(string.Format("<--{0} looks as though he wants to talk about the other cat-->", catName))); catKnowsHim.AddHint(new StoryNode(string.Format("<--{0} just needs an excuse to explain how he knows the other cat-->", catName))); //leaf for the window branch StoryNode catWantsToStopTalkingAboutRiddle = new StoryNode("Let's discuss something else.", () => { //can't talk about window anymore, finished with that branch. catHobbies.text = "My other hobbies are eating and sleeping."; catHobbies.RemoveInputBasedTransition("window"); //go back to hobbies container.View.SetStory(catHobbies); //update the text after a time Timer timer = TimerFactory.Instance.NewTimer(); timer.onTimeUp = () => { container.View.DisplayTextOfCurrentStoryNode(); container.View.UpdateImage(catImages[ZERO]); }; timer.secondsDuration = 3f; timer.Begin(); //add a new branch, from any other. root.AddInputBasedTransition("riddle".MatchSomewhere(), riddle); //player completed this branch, so give the player an item... MyEvents.PlayerGivenItem.Fire(new Item(string.Format("{0} knew a cat called Riddle", catName), string.Format("{0} seemed uncomfortable thinking about Riddle", catName))); }); hisNameWasRiddle.AddFreeTransition(catWantsToStopTalkingAboutRiddle); }
/* * a recent replacement for loop back to this via... the idea is that I don't think it makes much sense to loop back to the exact same text. * what we want to loop back to is a node with different text then the original, but the same subgraph. so instead of looping back to the original node * we loop back to a new node which is basically a graft. * * */ public void GraftLoop(StoryNode intermediary, StoryNode loopTo) { loopTo.TakeEntireSubgraphOf(this); intermediary.AddFreeTransition(loopTo); AddFreeTransition(intermediary); }