public override void PlayEvent() { Text = "Welcome home."; EventActor = Actors.AI_BaseStation(); { var choice = NewChoice("DISPOSE WASTE"); choice.OnChoiceSelected += (Choice c) => { StoryManager.AddNextEvent <BaseStation_Dispose_Vape_2>(); }; } }
public override void StartEvent() { Text = "Capsules go *shoop*"; ConversationActor = Actors.AI_BaseStation(); { var choice = NewEventChoice("[relieved] affirmative."); choice.OnChoiceSelected += (Choice c) => { State.State_Capsules_A = E_ThrowawayState.ThrownInHomeStation; Story.AddEvent <BaseStation_Interaction_Return>(); }; } }
public override void PlayEvent() { Text = "The capsules go *shoop*"; EventActor = Actors.AI_BaseStation(); { var choice = NewChoice("[relieved] affirmative."); choice.OnChoiceSelected += (Choice c) => { State.State_Capsules_A = E_ThrowawayState.ThrownInHomeStation; StoryManager.AddNextEvent <BaseStation_Interaction_Return>(); }; } }
public override void StartEvent() { Text = "Scott's phone goes *shoop*"; ConversationActor = Actors.AI_BaseStation(); { var choice = NewEventChoice("[relieved] affirmative."); choice.OnChoiceSelected += (Choice c) => { State.State_Phone_A_Scott = E_ThrowawayState.ThrownInHomeStation; if (State.State_Headset == E_ThrowawayState.OnFloor) { Story.AddEvent <BaseStation_Dispose_Bedroom_Half_1>(); } else { Story.AddEvent <BaseStation_Interaction_Return>(); } }; } }