Exemplo n.º 1
0
    //To be accessed by game for trigger
    public void WorldEvent(int worldTriggerID)
    {
        Debug.Log("Triggered WorldEvent");
        Dialogue foundDialogue = FuckOff;

        switch (worldTriggerID)
        {
        case 1:
            if (AbsoluteGameState == GameState.HeadingToBuyPizza || AbsoluteGameState == GameState.ObtainedPizza)
            {
                AbsoluteGameState = GameState.ObtainedPizza;
                foundDialogue     = PizzaShop;
            }
            break;

        case 2:
            if (AbsoluteGameState == GameState.HeadingToGetChinese || AbsoluteGameState == GameState.ObtainedChinese)
            {
                AbsoluteGameState = GameState.ObtainedChinese;
                foundDialogue     = ChineseShop;
            }
            break;

        case 3:
            if (AbsoluteGameState == GameState.HeadingToATM || AbsoluteGameState == GameState.ObtainedCash)
            {
                AbsoluteGameState = GameState.ObtainedCash;
                foundDialogue     = ATM;
            }
            break;

        default:
            foundDialogue = FuckOff;
            break;
        }

        Debug.Log("Which dialogue using? " + foundDialogue.name);

        dialogueExecuter = new DialogueExecuter(TextPanel, Dialoguetextbox, foundDialogue, AbsoluteGameState);
        //AbsoluteGameState = dialogueExecuter.Step();
    }
Exemplo n.º 2
0
    public void StartTalk(int charID, GameObject NPCObj)
    {
        Dialogue   foundDialogue = FuckOff;       //Default option if nothing else matches.
        GameObject NPC           = Lisa;

        Debug.Log("Triggered StartTalk.");

        switch (charID)
        {
        case 1:
            NPC = Fred;
            if (AbsoluteGameState == GameState.HeadingToFred)
            {
                AbsoluteGameState = GameState.TalkingToFred;
                foundDialogue     = OpeningDialogue;
            }
            break;

        case 2:
            NPC = Lisa;
            if (AbsoluteGameState == GameState.HeadingToFirstWoman)
            {
                AbsoluteGameState = GameState.TalkingToFirstWoman;
                foundDialogue     = FirstWomanDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedPizza)
            {
                AbsoluteGameState = GameState.TalkingToFirstWomanWithPizza;
                foundDialogue     = FirstWomanDialogue2;
            }
            break;

        case 3:
            NPC = Tina;
            if (AbsoluteGameState == GameState.HeadingToSecondWoman)
            {
                AbsoluteGameState = GameState.TalkingToSecondWoman;
                foundDialogue     = SecondWomanDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedChinese)
            {
                AbsoluteGameState = GameState.TalkingToSecondWomanWithChinese;
                foundDialogue     = SecondWomanDialogue2;
            }
            break;

        case 4:
            NPC = Chrystal;
            if (AbsoluteGameState == GameState.HeadingToProstitute)
            {
                AbsoluteGameState = GameState.TalkingToProstitute;
                foundDialogue     = ProstituteDialogue;
            }
            if (AbsoluteGameState == GameState.ObtainedCash)
            {
                AbsoluteGameState = GameState.TalkingToProstituteWithCash;
                foundDialogue     = ProstituteDialogue2;
            }
            break;

        default:
            foundDialogue = FuckOff;
            break;
        }

        Debug.Log("Which dialogue using? " + foundDialogue.name);

        dialogueExecuter = new DialogueExecuter(TextPanel, Dialoguetextbox, foundDialogue, AbsoluteGameState, PCobj, NPC);

        AbsoluteGameState = dialogueExecuter.Step();
    }