//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(); }
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(); }