Exemplo n.º 1
0
 /// <summary>
 /// Remove an alias from the dict of aliases
 /// </summary>
 /// <param name="alias">The alias.</param>
 public void UnAlias(string alias)
 {
     //Is the alias saved
     if (CommandListScript.AliasDictionary.ContainsKey(alias))
     {
         //Iterate through the lists to find it
         foreach (var list in CommandListScript.ValidCommandsList)
         {
             //Perform a reverse for loop on each list so that they can be changed
             for (int i = list.Count - 1; i > -1; i--)
             {
                 //If the current string in the list is equal to the alias
                 if (string.Equals(list[i], alias, StringComparison.CurrentCultureIgnoreCase))
                 {
                     //Remove the alias from the list
                     list.Remove(alias);
                     //also remove it from the aliasdictionary
                     CommandListScript.AliasDictionary.Remove(alias);
                     //Inform the player that they've removed the alias
                     DialogueScript.MovementText("You forgot how to use that alias.");
                 }
             }
         }
     }
 }
Exemplo n.º 2
0
 /// <summary>
 /// Create an alias of a command and place it in a dictionary
 /// </summary>
 /// <param name="alias">The alias.</param>
 /// <param name="function">The function.</param>
 public void Alias(string alias, string function)
 {
     //First check that the alias is not already in use
     if (CommandListScript.AliasDictionary.ContainsKey(alias))
     {
         DialogueScript.ErrorText("You've already used that alias for something.");
         return;
     }
     //Also check that there's not already an alias in place for that function.
     if (CommandListScript.AliasDictionary.ContainsValue(function))
     {
         DialogueScript.ErrorText("Alias already exist.");
         return;
     }
     //Iterate through all the lists
     foreach (var list in CommandListScript.ValidCommandsList)
     {
         //Perform a reverse for loop on each list so that they can be changed
         for (int i = list.Count - 1; i > -1; i--)
         {
             //If the current string in the list is equal to the function the player want to make an alias from
             if (string.Equals(list[i], function, StringComparison.CurrentCultureIgnoreCase))
             {
                 //Add their alias to the list
                 list.Add(alias);
                 //Then add the alias to the aliaslist
                 CommandListScript.AliasDictionary.Add(alias, function);
                 //CommandListScript.AliasesList.Add(alias);
                 //Inform the player that they've saved the command
                 DialogueScript.MovementText(
                     "You create an alias out of that command.");
                 return;
             }
         }
     }
     DialogueScript.ErrorText("I'm not sure that's a thing you know how to do.");
 }
Exemplo n.º 3
0
    /// <summary>
    /// Print out a list of argument
    /// </summary>
    /// <param name="arg">The argument.</param>
    new public void List(string arg)
    {
        CheckString("List", arg);
        if (NoInput)
        {
            return;
        }
        if (arg.ToUpper() == "ALIAS")
        {
            //Make sure that the Player has actually saved an alias
            if (CommandListScript.AliasDictionary.Count != 0)
            {
                //Inform the Player that these are the aliases created
                DialogueScript.GameInformationText(
                    "Here's a list of aliases. ");
                //Iterate through the dictionary and print out each alias alongside the function
                foreach (string s in CommandListScript.AliasDictionary.Keys)
                {
                    string value = CommandListScript.AliasDictionary[s];
                    DialogueScript.MovementText(s + " : " + value);
                }
            }
            else
            {
                DialogueScript.ErrorText("No aliases saved.");
            }
        }

        if (arg.ToUpper() == "COMMANDS")
        {
            StringBuilder builtString = new StringBuilder();
            foreach (var list in CommandListScript.ValidCommandsList)
            {
                foreach (string s in list)
                {
                    builtString.Append(s).Append(" | ");
                }
            }
            foreach (string s in CommandListScript.CommandsList)
            {
                builtString.Append(s).Append(" | ");
            }
            foreach (string s in CommandListScript.CombatCommands)
            {
                builtString.Append(s).Append(" | ");
            }
            InterfaceScript.PlaceText(builtString.ToString(), new Color(0, 255, 200), 15);
        }

        if (string.Equals(arg, "emotes", StringComparison.CurrentCultureIgnoreCase))
        {
            var builtString = new StringBuilder();
            foreach (string s in CommandListScript.EmoteList)
            {
                builtString.Append(s).Append(" - ");
            }
            InterfaceScript.PlaceText(builtString.ToString(), new Color(0, 255, 200), 15);
        }
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat)
        {
            InterfaceScript.ActivateInput();
        }
    }
Exemplo n.º 4
0
    /// <summary>
    /// IEnumerator that will go through the command chain until it is done, then reset everything that needs resetting to be ready for next turn.
    /// This is called from the function Start in the in-game commands list
    /// </summary>
    /// <returns></returns>
    public IEnumerator ActivatingCommands()
    {
        GameTurnController.CurrentState = GameTurnController.PlayerState.CommandChain;
        int textToRemove = 0;

        InterfaceScript.DeActivateInput();
        if (DialogueScript.CommandHistoryList.Count > 0)
        {
            foreach (string s in DialogueScript.CommandHistoryList)
            {
                DialogueScript.MovementText("You perform " + s);
                DissectingScript.DissectPlayerInput(s, 2);
                InterfaceScript.CommandPoolTexts[textToRemove].color = Color.green;
                if (MovementCommands.MovementHappening)
                {
                    while (MovementCommands.MovementHappening)
                    {
                        yield return(new WaitForEndOfFrame());
                    }
                }
                if (MetObstacle)
                {
                    DialogueScript.MovementText("You appear too disoriented to continue.");
                    MetObstacle = false;
                    break;
                }
                if (
                    CommandListScript.EmoteList.Any(
                        x =>
                        string.Equals(InterfaceScript.CommandPoolTexts[textToRemove].text, x,
                                      StringComparison.CurrentCultureIgnoreCase)))
                {
                    InterfaceScript.CommandPoolTexts[textToRemove].text = "";
                    textToRemove++;
                    yield return(new WaitForSeconds(1.7f));
                }
                else
                {
                    InterfaceScript.CommandPoolTexts[textToRemove].text = "";
                    textToRemove++;
                    yield return(new WaitForSeconds(0.7f));
                }
            }
        }
        ClearCommandPool();
        if (LevelScript.Darkness)
        {
            LevelScript.DarknessHealthLoss();
        }
        if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat ||
            GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyCombatTurn)
        {
            yield break;
        }
        if (SceneManager.GetActiveScene().name == "Tutorial")
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            InterfaceScript.ActivateInput();
            yield break;
        }
        if (LevelFinished)
        {
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            yield break;
        }
        if (CheckForEnemies() == 0 || SceneManager.GetActiveScene().name == "Level20")
        {
            DialogueScript.GameInformationText("It's your turn.");
            GameTurnController.CurrentState = GameTurnController.PlayerState.PlayerTurn;
            InterfaceScript.ActivateInput();
            yield break;
        }

        DialogueScript.GameInformationText("Enemies are moving.");
        GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyTurn;
    }