Exemplo n.º 1
0
 public void findAllDialogElements()
 {
     //Find the button script
     buttonEvents = GameObject.Find("GameControl").GetComponent <GameButtons> ();
     //Pause the game
     buttonEvents.pause();
     //Activate all dialog elements
     for (int i = 0; i < GameObject.Find("dialogue_elements").transform.childCount; i++)
     {
         GameObject.Find("dialogue_elements").transform.GetChild(i).gameObject.SetActive(true);
     }
     //Find dialogelements and give them references
     dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
     characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
     questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
     nextButton    = GameObject.Find("dialogue_next");
     //Placement characetername
     nameLeftPos  = new Vector3(215.0f, -25.0f);
     nameRightPos = new Vector3(570.0f, -25.0f);
     //Character text color. Made to destinct who is talking. Color match character animation color
     textColorPlayer = "#173E3CFF";
     textColorBoss   = "#4F3430FF";
     //all dialog is here
     setDialog();
     //Starts first dialog.
     dialogBoss(0);
 }
Exemplo n.º 2
0
 private void loadWorldMaster()
 {
     //Finds dialogboxes
     dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
     characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
     questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
     pauseText     = GameObject.Find("pause");
     buttonEvents  = GameObject.Find("GameControl").GetComponent <GameButtons> ();
     //Finds characterportretts
     marineCharacterWindow     = GameObject.Find("Portrett2_marine");
     shopKeeperCharacterWindow = GameObject.Find("Portrett2_shopkeeper");
     bossCharacterWindow       = GameObject.Find("Portrett2_boss");
     //Find new nextbutton and add function to happen with click
     nextButton = GameObject.Find("dialogue_next");
     nextButton.GetComponent <Button> ().onClick.AddListener(nextDialog);
     //Get the bubble and the windows around
     talkBubble    = GameObject.Find("bubble_ingame");
     avatarWindow  = GameObject.Find("avatar1");
     avatarWindow2 = GameObject.Find("avatar2");
     //pause game
     buttonEvents.pause();
 }
Exemplo n.º 3
0
    void Start()
    {
        //Find all objects needed
        dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
        characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
        questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
        buttonEvents  = GameObject.Find("GameControl").GetComponent <GameButtons> ();
        compass       = GameObject.Find("compass_needle").GetComponent <PointTowards> ();
        //Position characternames
        nameLeftPos  = new Vector3(217.0f, -25.0f);
        nameRightPos = new Vector3(612.0f, -25.0f);
        //position shopkeeper name in shop
        nameShop = new Vector3(215.4f, 73.2f);
        //Textcolor based on character
        textColorPlayer     = "#173E3CFF";
        textColorShopkeeper = "#631911FF";
        textColorMarine     = "#323A46FF";
        //Arrays to check if player has pressed all buttons
        wadCheck [0] = false;
        wadCheck [1] = false;
        wadCheck [2] = false;

        qeCheck [0] = false;
        qeCheck [1] = false;

        //Pause at startup
        buttonEvents.pause();
        //Turn off shooting
        shootingAllowed(false, "NULL");
        //Fill arrays with text
        dialogInArray();
        //set quest info
        questInfo.text = "Talk to Shopkeeper.";
        //Trigger dialog here
        dialog(0);
        //The speed the buttons blink at
        blinkingButtonSpeed = 0.025f;
    }
Exemplo n.º 4
0
 public void findAllDialogElements()
 {
     //Find the button script
     buttonEvents = GameObject.Find ("GameControl").GetComponent<GameButtons> ();
     //Pause the game
     buttonEvents.pause ();
     //Activate all dialog elements
     for (int i = 0; i < GameObject.Find("dialogue_elements").transform.childCount; i++)
     {
         GameObject.Find("dialogue_elements").transform.GetChild (i).gameObject.SetActive (true);
     }
     //Find dialogelements and give them references
     dialogTextBox = GameObject.Find ("dialogue_ingame").GetComponent<Text> ();
     characterName = GameObject.Find ("dialogue_name").GetComponent<Text> ();
     questInfo = GameObject.Find ("quest_info_text").GetComponent<Text> ();
     nextButton = GameObject.Find ("dialogue_next");
     //Placement characetername
     nameLeftPos = new Vector3(215.0f, -25.0f);
     nameRightPos = new Vector3 (570.0f, -25.0f);
     //Character text color. Made to destinct who is talking. Color match character animation color
     textColorPlayer = "#173E3CFF";
     textColorBoss = "#4F3430FF";
     //all dialog is here
     setDialog ();
     //Starts first dialog.
     dialogBoss (0);
 }
Exemplo n.º 5
0
    //Function that keeps track of what is going to happen with each dialog
    public void dialogBoss(int dialogNumber)
    {
        //this is player dialog. Right color and position is applied
        if (dialogNumber == 1 || dialogNumber == 6 || dialogNumber == 9)
        {
            Debug.Log("NextDialog with character: " + characters[1]);
            //Sets dialog and character
            setDialog(characters[1], dialogTexts [dialogNumber]);
            //Moves name closer to portrait
            if (characterName.gameObject.GetComponent <RectTransform>().anchoredPosition != nameLeftPos)
            {
                Debug.Log("Change character");
                characterName.gameObject.GetComponent <RectTransform>().anchoredPosition = nameLeftPos;
            }
            //Changes color on text which is closer to character
            ColorUtility.TryParseHtmlString(textColorPlayer, out tempColor);
        }
        //This is boss dialog.
        else
        {
            //Sets dialog and character
            Debug.Log("NextDialog with character: " + characters[0]);
            setDialog(characters [0], dialogTexts [dialogNumber]);
            //Moves name closer to portrait
            if (characterName.gameObject.GetComponent <RectTransform>().anchoredPosition != nameRightPos)
            {
                Debug.Log("Change character");
                characterName.gameObject.GetComponent <RectTransform>().anchoredPosition = nameRightPos;
            }
            //Changes color on text which is closer to character
            ColorUtility.TryParseHtmlString(textColorBoss, out tempColor);
        }
        //Sets charactername and dialog color after which character that is talking
        characterName.color = tempColor;
        dialogTextBox.color = tempColor;

        //Dialogoptions
        if (dialogNumber == 0)
        {
            //Set quest
            questInfo.text = "Talk to Sir Pincushion";
        }
        else if (dialogNumber == 2)
        {
            //animate boss
            GameObject.Find("Portrett2_boss").GetComponent <Animator> ().SetBool("isHappyBoss", true);
        }
        else if (dialogNumber == 6)
        {
            //Animate player
            GameObject.Find("Portrett").GetComponent <Animator> ().SetBool("isAngryMainCharacter", true);
        }
        else if (dialogNumber == 7)
        {
            //If boss animation from dialog 2 is still running it must be stopped before next animation is played
            if (GameObject.Find("Portrett2_boss").GetComponent <Animator> ().GetBool("isHappyBoss") == true)
            {
                GameObject.Find("Portrett2_boss").GetComponent <Animator> ().SetBool("isHappyBoss", false);
            }
            //Play boss animation
            GameObject.Find("Portrett2_boss").GetComponent <Animator> ().SetBool("isAngryBoss", true);
        }
        else if (dialogNumber == 9)
        {
            //Animate player
            GameObject.Find("Portrett").GetComponent <Animator> ().SetBool("isAngryMainCharacter", true);
        }
        else if (dialogNumber == 10)
        {
            //animate boss
            GameObject.Find("Portrett2_boss").GetComponent <Animator> ().SetBool("isAngryBoss", true);
        }
        else if (dialogNumber == 11)
        {
            //Set questinfo and prepare everything for fight with boss.
            questInfo.text = "Defeat Sir Pincushion";
            activateScripts();
            doneTaling = true;
            buttonEvents.pause();

            //Turn off dialogelements
            for (int i = 0; i < GameObject.Find("dialogue_elements").transform.childCount; i++)
            {
                GameObject.Find("dialogue_elements").transform.GetChild(i).gameObject.SetActive(false);
            }
        }
        else if (dialogNumber == 12)
        {
            //Happy player when boss is dead. Last dialog before endscreen
            if (GameObject.Find("Portrett"))
            {
                GameObject.Find("Portrett").GetComponent <Animator> ().SetBool("isHappyMainCharacter", true);
            }
        }
    }
Exemplo n.º 6
0
    public void dialog(int stage)
    {
        //Player dialog: 1, 5, 10, 15, 20, 25, 38, 40, 42
        //Marine dialog: 20
        //Dialog runs here
        if (stage == 1 || stage == 5 || stage == 10 || stage == 15 || stage == 20 || stage == 25 || stage == 38 || stage == 41 || stage == 43)
        {
            //Sets dialog and character
            setDialog(character [1], dialogTexts [stage]);
            //Moves name closer to portrait
            if (characterName.gameObject.GetComponent <RectTransform>().anchoredPosition != nameLeftPos)
            {
                characterName.gameObject.GetComponent <RectTransform>().anchoredPosition = nameLeftPos;
            }
            //Changes color on text which is closer to character
            ColorUtility.TryParseHtmlString(textColorPlayer, out tempColor);
        }
        else if (stage == 23)
        {
            //Sets dialog and character
            setDialog(character [2], dialogTexts [stage]);
            //Moves name closer to portrait
            if (characterName.gameObject.GetComponent <RectTransform>().anchoredPosition != nameRightPos)
            {
                characterName.gameObject.GetComponent <RectTransform>().anchoredPosition = nameRightPos;
            }
            //Changes color on text which is closer to character
            ColorUtility.TryParseHtmlString(textColorMarine, out tempColor);
        }
        else
        {
            if (stage == 35 && GameControl.control.health == 100)
            {
                setDialog(character [0], "It seems like you havent got a scratch! Good for you! Next time you come back with broken ship you can repair your ship here. Click “V” to continue.");
            }
            else
            {
                //Sets dialog and character
                setDialog(character [0], dialogTexts [stage]);
            }

            //Moves name closer to portrait
            if (SceneManager.GetActiveScene().name != "Shop")
            {
                if (characterName.gameObject.GetComponent <RectTransform> ().anchoredPosition != nameRightPos)
                {
                    characterName.gameObject.GetComponent <RectTransform> ().anchoredPosition = nameRightPos;
                }
            }
            else
            {
                if (characterName.gameObject.GetComponent <RectTransform> ().anchoredPosition != nameShop)
                {
                    characterName.gameObject.GetComponent <RectTransform> ().anchoredPosition = nameShop;
                }
            }
            //Changes color on text which is closer to character
            ColorUtility.TryParseHtmlString(textColorShopkeeper, out tempColor);
        }

        characterName.color = tempColor;
        dialogTextBox.color = tempColor;

        //Pause, activate guns and other stuff here
        switch (stage)
        {
        case (9):
            //Player is tested in control
            buttonEvents.pause();
            pauseText.SetActive(false);
            questInfo.text = "Move using W A D.";
            nextButton.SetActive(false);
            break;

        case (10):
            //Player is done testing. Talking to shopkeepr
            buttonEvents.pause();
            pauseText.SetActive(true);
            questInfo.text = "Talk to Shopkeeper.";
            break;

        case (13):
            //Player is testing shooting
            buttonEvents.pause();
            pauseText.SetActive(false);
            nextButton.SetActive(false);
            shootingAllowed(true, "GameObject");
            questInfo.text = "Fire sidcanons using Q and E.";
            break;

        case (14):
            //Player is done testing tlaing to shopkeeper
            buttonEvents.pause();
            pauseText.SetActive(true);
            shootingAllowed(true, "NULL");
            questInfo.text = "Talk to Shopkeeper.";
            break;

        case (18):
            //Player is testing special weapon
            buttonEvents.pause();
            pauseText.SetActive(false);
            questInfo.text = "Fire special weapon using Mouse2, then Mouse1.";
            nextButton.SetActive(false);
            break;

        case (19):
            //done testing talking to shopkeeper
            buttonEvents.pause();
            pauseText.SetActive(true);
            questInfo.text = "Talk to Shopkeeper.";
            break;

        case (20):
            //Gets angry after finding out that he has to pay for bullets
            GameObject.Find("Portrett").GetComponent <Animator> ().SetBool("isAngryMainCharacter", true);
            break;

        case (21):
            //Shopkeeper finds player reaction funny
            GameObject.Find("Portrett2_shopkeeper").GetComponent <Animator> ().SetBool("isHappyShopkeeper", true);
            break;

        case (23):
            //Spawns enemy
            makeTutorialEnemy();
            changeCharacterWindow();
            break;

        case (24):
            //Talk to him
            changeCharacterWindow();
            break;

        case (25):
            //Fight him!
            changeCharacterWindow();
            buttonEvents.pause();
            questInfo.text   = "Destroy Marineship.";
            compass.goTarget = GameObject.FindGameObjectWithTag("aiShip");
            pauseText.SetActive(false);
            nextButton.SetActive(false);
            break;

        case (26):
            //Listen to shopkeeper
            changeCharacterWindow();
            scrapHolder = (GameObject.FindGameObjectsWithTag("scrap"));
            scrapCount  = scrapHolder.Length;
            Debug.Log("Scraps left to pick up: " + scrapCount);
            buttonEvents.pause();
            pauseText.SetActive(true);
            nextButton.SetActive(true);
            break;

        case (27):
            //Loot enemy
            buttonEvents.pause();
            questInfo.text = "Pickup loot.";
            pauseText.SetActive(false);
            nextButton.SetActive(false);
            break;

        case (28):
            //Enter shop
            compass.goTarget = GameObject.Find("shop1");
            questInfo.text   = "Enter store.";
            enterStore       = true;
            break;

        case (32):
            //Show how to buy special bullets
            clearButtons();
            blinkingButtons [0]         = GameObject.Find("special").GetComponent <Button> ();
            blinkingButtons [0].enabled = true;
            GameObject.Find("button_yes").GetComponent <Button> ().enabled = true;
            nextButton.SetActive(false);
            break;

        case (33):
            //Read what shopkeeper says
            clearButtons();
            changeButtonInteractivity(false);
            nextButton.SetActive(true);
            break;

        case (34):
            //Enter repairmenu
            nextButton.SetActive(false);
            blinkingButtons [0]         = GameObject.Find("button_repair").GetComponent <Button> ();
            blinkingButtons [0].enabled = true;
            break;

        case (35):
            //Fix ship
            clearButtons();
            blinkingButtons [0] = GameObject.Find("button_v").GetComponent <Button> ();
            nextButton.SetActive(false);
            GameObject.Find("button_v").GetComponent <Button> ().enabled = true;
            GameObject.Find("button_x").GetComponent <Button> ().enabled = true;
            changeButtonInteractivity(true);
            GameObject.Find("ExitButton").GetComponent <Button> ().enabled = false;
            break;

        case (36):
            //Exit shop
            clearButtons();
            GameObject.Find("button_v").GetComponent <Button> ().enabled   = false;
            GameObject.Find("ExitButton").GetComponent <Button> ().enabled = true;
            blinkingButtons [0] = GameObject.Find("ExitButton").GetComponent <Button> ();
            break;

        case (37):
            //Enter world. Talk to shopkeeper
            changeCharacterWindow();
            bossCharacterWindow.SetActive(false);
            questInfo.text = "Talk to shopkeeper.";
            pauseText.SetActive(true);
            break;

        case (44):
            //Enter world for reals
            questInfo.text = "Find ancient cog!";
            talkBubble.SetActive(false);
            avatarWindow.SetActive(false);
            avatarWindow2.SetActive(false);
            pauseText.SetActive(false);
            buttonEvents.pause();
            Destroy(this.gameObject);
            break;

        default:
            break;
        }
    }