Exemplo n.º 1
0
        public InitialEmotionState(NPC toControl, string currentDialogue)
            : base(toControl, "...")
        {
            toControl.SetCharacterPortrait(StringsNPC.Sad);
            AppleReaction = new Reaction();
            AppleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Apple, new DispositionDependentReaction(AppleReaction));

            FishingRodReaction = new Reaction();
            FishingRodReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.FishingRod, new DispositionDependentReaction(FishingRodReaction));

            PlushieReaction = new Reaction();
            PlushieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.TimeWhale, new DispositionDependentReaction(PlushieReaction));

            ToolBoxReaction = new Reaction();
            ToolBoxReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Toolbox, new DispositionDependentReaction(ToolBoxReaction));

            SeaShellReaction = new Reaction();
            SeaShellReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Seashell, new DispositionDependentReaction(SeaShellReaction));

            RoseReaction = new Reaction();
            RoseReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Rose, new DispositionDependentReaction(RoseReaction));

            CaptainsLogReaction = new Reaction();
            CaptainsLogReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.CaptainLog, new DispositionDependentReaction(CaptainsLogReaction));

            ToySwordReaction = new Reaction();
            ToySwordReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.ToySword, new DispositionDependentReaction(ToySwordReaction));

            RopeReaction = new Reaction();
            RopeReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Rope, new DispositionDependentReaction(RopeReaction));

            VegetableReaction = new Reaction();
            VegetableReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Vegetable, new DispositionDependentReaction(VegetableReaction));

            ToyPuzzleReaction = new Reaction();
            ToyPuzzleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.ToyPuzzle, new DispositionDependentReaction(ToyPuzzleReaction));

            ToyBoatReaction = new Reaction();
            ToyBoatReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.ToyBoat, new DispositionDependentReaction(ToyBoatReaction));

            FluteReaction = new Reaction();
            FluteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(FluteReaction));

            ShovelReaction = new Reaction();
            ShovelReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Shovel, new DispositionDependentReaction(ShovelReaction));

            ApplePieReaction = new Reaction();
            ApplePieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.ApplePie, new DispositionDependentReaction(ApplePieReaction));

            LillySeedsReaction = new Reaction();
            LillySeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.LilySeeds, new DispositionDependentReaction(LillySeedsReaction));

            TulipSeedsReaction = new Reaction();
            TulipSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.TulipSeeds, new DispositionDependentReaction(TulipSeedsReaction));

            SunflowerSeedsReaction = new Reaction();
            SunflowerSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.SunflowerSeeds, new DispositionDependentReaction(SunflowerSeedsReaction));

            PendantReaction = new Reaction();
            PendantReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Pendant, new DispositionDependentReaction(PendantReaction));

            NoteReaction = new Reaction();
            NoteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Note, new DispositionDependentReaction(NoteReaction));

            HarpReaction = new Reaction();
            HarpReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(HarpReaction));

            WhatsYourNameChoice = new Choice("What's your name?", "......");
            WhatsYourNameReaction = new Reaction();
            WhatsYourNameReaction.AddAction(new NPCCallbackAction(UpdateWhatsYourName));
            WhatsYourNameReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allChoiceReactions.Add(WhatsYourNameChoice, new DispositionDependentReaction(WhatsYourNameReaction));

            AreYouNewChoice = new Choice("Are you new?", "......");
            AreYouNewReaction = new Reaction();
            AreYouNewReaction.AddAction(new NPCCallbackAction(UpdateAreYouNew));
            AreYouNewReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
            _allChoiceReactions.Add(AreYouNewChoice, new DispositionDependentReaction(AreYouNewReaction));

            FineHaveItYourWayChoice = new Choice("Fine! Have it your way!", "..................");
            FineHaveItYourWayReaction = new Reaction();
            FineHaveItYourWayReaction.AddAction(new NPCCallbackAction(UpdateFineHaveItYourWay));
            FineHaveItYourWayReaction.AddAction(new UpdateCurrentTextAction(toControl, "................."));

            DontYouSpeakChoice = new Choice("Don't you speak?", ".............");
            DontYouSpeakReaction = new Reaction();
            DontYouSpeakReaction.AddAction(new NPCCallbackAction(UpdateDontYouSpeak));
            DontYouSpeakReaction.AddAction(new UpdateCurrentTextAction(toControl, "............."));

            WellTellMeChoice = new Choice("Well tell me when you want to talk.", "....................");
            WellTellMeReaction = new Reaction();
            WellTellMeReaction.AddAction(new NPCCallbackAction(UpdateWellTellMe));
            WellTellMeReaction.AddAction(new UpdateCurrentTextAction(toControl, "...................."));
        }
Exemplo n.º 2
0
 public void DidntGiveApple(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.Sad);
     SetDefaultText("Ohh... Ok.");
     GUIManager.Instance.CloseInteractionMenu();
     FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachUpsetFlag);
 }
Exemplo n.º 3
0
 public void GiveApple(NPC toControl)
 {
     SetDefaultText("Hey, thanks!");
     toControl.SetCharacterPortrait(StringsNPC.Happy);
     GUIManager.Instance.RefreshInteraction();
     GUIManager.Instance.CloseInteractionMenu();
     FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachHappyFlag);
 }
Exemplo n.º 4
0
 public void setPortraitYelling(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Yelling);
 }
Exemplo n.º 5
0
 public void MethodA(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.Sad);
 }
Exemplo n.º 6
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 public void setPortraitSmile(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Smile);
 }
Exemplo n.º 7
0
 public void setPortraitNormal(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld);
 }
Exemplo n.º 8
0
 public void setPortraitHappy(NPC toControl)
 {
     toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Happy);
 }
Exemplo n.º 9
0
        public HappyForCastleMan(NPC toControl, string currentDialogue)
            : base(toControl, currentDialogue)
        {
            toControl.SetCharacterPortrait(StringsNPC.Happy);
            toControl.ChangeFacialExpression(StringsNPC.Happy);

            curiousAboutSon.AddAction(new NPCCallbackAction(AskAboutSon));

            askToPlayMusic.AddAction(new UpdateDefaultTextAction(toControl, "I always wanted to play something compliments the seasons."));
            askToPlayMusic.AddAction(new NPCCallbackAction(ClearAllChoices));

            Action takeItemFromPlayer = new NPCTakeItemAction(toControl);
            Action textBoxUpdate = new UpdateCurrentTextAction(toControl, "This is perfect! I will be playing melodies around town.");
            Action defaultTextUpdate = new UpdateDefaultTextAction(toControl, "There is nothing better than serenading under the sunlight");

            CreateInstrumentReactions (toControl, takeItemFromPlayer, textBoxUpdate, defaultTextUpdate);
            //Add schedule action here

            _allChoiceReactions.Add(askAboutSon, new DispositionDependentReaction(curiousAboutSon));
            _allChoiceReactions.Add(playMusicialInstrument, new DispositionDependentReaction(askToPlayMusic));

            _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playHarp));
            _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playFlute));
        }
Exemplo n.º 10
0
        public DispleasedWithSon(NPC toControl, string currentDialogue)
            : base(toControl, currentDialogue)
        {
            toControl.SetCharacterPortrait(StringsNPC.Sad);
            toControl.ChangeFacialExpression(StringsNPC.Sad);
            playUnwantedInstrument.AddAction(new NPCCallbackAction(ClearAllChoices));
            playUnwantedInstrument.AddAction(new UpdateCurrentTextAction(toControl, "Not now, maybe later."));

            LikesThePlayerReactions(toControl);
            HatesThePlayerReactions(toControl);

            sayNothing.AddAction(new NPCCallbackAction(ActAsAMime));
            _allChoiceReactions.Add (ambivalent, new DispositionDependentReaction(sayNothing));

            _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playUnwantedInstrument));
            _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playUnwantedInstrument));
        }