Пример #1
0
    private void OnFailedQuest(ActorScene failedScene)
    {
        var failedQuest = failedScene as Quest;

        Debug.Log("Sorry, you failed quest '" + failedScene.name + "'. You have to start all over again.");
        SendMessage("OnQuestClosed", failedQuest.questName);
        progressForQuests.Remove(failedQuest.questName);
    }
Пример #2
0
 public override void Skip()
 {
     DebugUtilities.Assert(instantiatedCutscene != null, "Instantiated Cutscene is null. Can not skip!");
     Debug.Log("STOP ACTING************************************** ######################" + scene.name);
     // var avatar = actingInScene.GetMainAvatar();
     instantiatedCutscene.QuitScene();
     Debug.Log("Destroying object:" + instantiatedCutscene.gameObject.name);
     instantiatedCutscene = null;
 }
    void OnPickupSwordSceneEnded(ActorScene scene)
    {
        Debug.Log("Pickup Sword scene ended!");
        scene.endOfSceneNotification -= OnPickupSwordSceneEnded;
//		swordNotifications.ResumeTimer();
        if (sword != null)
        {
            sword.IsPaused(false);
        }
    }
Пример #4
0
    public void OnSetupNextLine(ActorScene scene, ActorSceneComponent part)
    {
        if (part is ActorCompleteMinigame || part is ActorShowQuestParchment || part is ActorPosition)
        {
            Debug.Log("Note: We are not saving progress for type:" + part.GetType().ToString());
            return;
        }
        var questPartNotification = new QuestPartNotification(scene as Quest, part);

        SendMessage("OnStartedQuestPart", questPartNotification);
    }
Пример #5
0
    void OnEndOfScene(ActorScene sceneThatEnded)
    {
        sceneThatEnded.endOfSceneNotification -= OnEndOfScene;

        instantiatedScenes.Remove(sceneThatEnded);

        if (instantiatedScenes.Count == 0)
        {
            ComponentDone();
        }
    }
    void OnSwordDoneSceneEnded(ActorScene scene)
    {
//		swordNotifications.ResumeTimer();
        Debug.Log("OnSwordDoneScene ended...");
        scene.endOfSceneNotification -= OnSwordDoneSceneEnded;
        var gameIsComplete = swordNotifications.OnSwordDone(sword);

        if (!gameIsComplete)
        {
            PickupSword();
        }
    }
Пример #7
0
    private void OnCompletedQuest(ActorScene scene)
    {
        var completedQuest = scene as Quest;

        Debug.Log("Yeahoo: You completed quest:" + completedQuest.name);

        completedQuest.endOfSceneNotification -= OnCompletedQuest;
        SendMessage("OnQuestCompleted", completedQuest.questName);
        SendMessage("OnQuestClosed", completedQuest.questName);
        completedQuests.Add(completedQuest.questName);
        progressForQuests.Remove(completedQuest.questName);
    }
Пример #8
0
    public ActorScene CreateQuest(ActorScene scene)
    {
        var instantiatedCutscene = ActorSceneUtility.CreateSceneWithAvatar(scene.gameObject, GetComponent <IAvatar>());

        var instantiatedQuestObject = instantiatedCutscene as Quest;

        if (instantiatedQuestObject != null)
        {
            ReceiveQuest(instantiatedQuestObject);
        }

        return(instantiatedCutscene);
    }
Пример #9
0
    protected override void Act()
    {
        var avatar = actingInScene.GetMainAvatar();

        if (avatar)
        {
            avatar.OnCutsceneStart();
        }

        DebugUtilities.Assert(scene != null, "Actor scene is null in start actor scene:" + name);

        instantiatedCutscene = ActorSceneUtility.CreateSceneWithAvatar(scene, avatar);
        DebugUtilities.Assert(instantiatedCutscene != null, "No valid cutscene specified:" + scene.name);
        instantiatedCutscene.endFunction = OnCutscenePlayed;
        instantiatedCutscene.PlayScene(avatar.playerNotifications);
    }