Exemplo n.º 1
0
    private IEnumerator Talk()
    {
        yield return(null);

        sceneEventSystem.DirectMode();

        sceneEventSystem.SpeechBubbles(gameObject, "선생님?!!", 2);
        yield return(new WaitForSeconds(2.0f));

        sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "그래, 선생님이야..", 2);
        yield return(new WaitForSeconds(2.0f));

        sceneEventSystem.SpeechBubbles(gameObject, "선생님!!!!", 2);
        yield return(new WaitForSeconds(2.0f));

        sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "아이구, 너무 달라붙지 말렴.. 선생님이 지금 몸 상태가…", 2);
        yield return(new WaitForSeconds(2.0f));

        sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "아무튼 금방 구해줄게. 조금만 참으렴.", 2);
        yield return(new WaitForSeconds(1.0f));

        sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true;

        sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>());
        Destroy(gameObject);

        sceneEventSystem.DirectMode();
        gameObject.layer = 8;
    }
Exemplo n.º 2
0
 public void BehaviorByInteraction(GameObject player)
 {
     if (!sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild)
     {
         sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "무서웠지? 금방 구해줄게", 2);
         sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true;
         gameObject.SetActive(false);
         sceneEventSystem.SaveStudent(player.GetComponent <PlayerInput>());
     }
     else
     {
         sceneEventSystem.SpeechBubbles(sceneEventSystem.Player.gameObject, "데리고 있는 아이를 구출한 후에 다시 구하러 올게!", 2);
     }
 }
Exemplo n.º 3
0
    private IEnumerator Talk()
    {
        switch (interactionNum)
        {
        case 0:
            gameObject.layer = 0;
            sceneEventSystem.DirectMode();
            Camera.main.GetComponent <CameraMove>().SetTarget(gameObject);
            yield return(new WaitForSeconds(0.5f));

            sceneEventSystem.SpeechBubbles(gameObject, "…?!", 2);
            yield return(new WaitForSeconds(2.0f));

            sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "쉿. 괜찮아. 선생님이 구하러 왔어.", 2);
            yield return(new WaitForSeconds(2.0f));

            sceneEventSystem.SpeechBubbles(gameObject, "선생님… 저기에…", 2);
            yield return(new WaitForSeconds(2.0f));

            sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "응, 선생님도 봤어. 조금만 기다려. 금방 구해줄게.", 2);
            GameObject.Find("UnstableBookshelf").gameObject.layer = 8;

            Camera.main.GetComponent <CameraMove>().SetTarget(sceneEventSystem.Player);
            sceneEventSystem.DirectMode();

            interactionNum++;
            gameObject.layer = 8;
            break;

        case 1:
            if (GameObject.Find("UnstableBookshelf").GetComponent <UnstableBook>().IsInteractWithBookshelf)
            {
                gameObject.layer = 0;
                sceneEventSystem.DirectMode();
                Camera.main.GetComponent <CameraMove>().SetTarget(gameObject);
                yield return(new WaitForSeconds(0.5f));


                sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "☆☆아, 선생님이 좋은 생각이 떠올랐어.\n내가 신호를 주면 소리를 질러 저 좀비를 유인할 수 있겠니 ?", 3);
                yield return(new WaitForSeconds(3.0f));

                sceneEventSystem.SpeechBubbles(gameObject, "…네?", 1.5f);
                yield return(new WaitForSeconds(1.5f));

                sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "무서울 거라는 거 알아. 그래도 선생님을 한번 믿어봐.\n반드시 구해줄게.", 2);
                yield return(new WaitForSeconds(2));

                sceneEventSystem.SpeechBubbles(gameObject, "…네. 알겠어요.", 1.5f);
                yield return(new WaitForSeconds(1.5f));

                GameObject.Find("3F").GetComponent <ThirdFloor>().ActiveSignalButton();
                Camera.main.GetComponent <CameraMove>().SetTarget(sceneEventSystem.Player);
                sceneEventSystem.DirectMode();

                interactionNum++;

                gameObject.layer = 8;
            }
            else
            {
                sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "방법을 찾아보자.", 1.5f);
            }
            break;

        case 2:
            if (IsZombieDead)
            {
                sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "잘 했어. 이제 나가자.", 2);
                sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>());
                GameObject.Find("3F").GetComponent <ThirdFloor>().StopMonitoring();
                sceneEventSystem.ToBeSavedKid = name;
                sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true;
                sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>());
                Destroy(gameObject);
            }
            break;

        default:
            break;
        }
    }