private CardDatabase.Characters VO_GetTurnPlayer() { CardDatabase.Characters c = player1; if (card1IsRevealing) { if (!p1RevealsFirst) { c = player2; } card1IsRevealing = false; } else if (!card1IsRevealing) { if (p1RevealsFirst) { c = player2; } card1IsRevealing = true; } return(c); }
public void SFX_PlaySignatureCard(CardDatabase.Characters character) { string t = "Play_"; switch (character) { case CardDatabase.Characters.Hiro: t += "ProtagSignature"; break; case CardDatabase.Characters.Vincent: t += "VillainSignature"; break; case CardDatabase.Characters.Dustin: t += "DoofSignature"; break; case CardDatabase.Characters.KiraKira: t += "IdolSignature"; break; case CardDatabase.Characters.HowardSensei: t += "SenseiSignature"; break; case CardDatabase.Characters.Felty: t += "BearSignature"; break; } AkSoundEngine.PostEvent(t, gameObject); }
public void VO_PlayBlockAwkward() //stage 2 block awkward { CardDatabase.Characters c = player1; if (p1RevealsFirst) { c = player2; } VO_ConcatAndPlay(Prefix, VO_characterToString(c), "Awkward", true); }
public void VO_PlayReveal(int card) //all stage 1 and not-unique stage 2 lines { if (card == 3) //signature VO line needs to be called earlier, so not here { return; } CardDatabase.Characters player = VO_GetTurnPlayer(); VO_ConcatAndPlay(Prefix, VO_characterToString(player), VO_cardToString(card), true); }
public void VO_SetCharacters(CardDatabase.Characters p1, CardDatabase.Characters p2) //GameLogic before p1 chooses cards { player1 = p1; player2 = p2; card1IsRevealing = true; if (Application.isEditor && (audioDebug || (wwiseGlobalGO != null && wwiseGlobalGO.GetComponent <WwiseGlobalAlways>().ShowAudioDebugMessages))) { Debug.Log("Player 1 set to " + p1.ToString() + "\nPlayer 2 set to " + p2.ToString()); } }
public void VO_PlayBlockSuccess() //stage 2 block successful { CardDatabase.Characters c = player1; if (p1RevealsFirst) { c = player2; } if (p1RevealsFirst) { c = player2; } VO_ConcatAndPlay(Prefix, VO_characterToString(c), "Block", true); }
//pls depricate private string VO_characterToString(int player) { string s = null; CardDatabase.Characters c = player1; if (player == 2) { c = player2; } switch (c) { case CardDatabase.Characters.None: Debug.Log("Characters haven't been set in SFX_Gameplay yet."); break; case CardDatabase.Characters.Hiro: s = VOProtag; break; case CardDatabase.Characters.Vincent: s = VOVillain; break; case CardDatabase.Characters.Dustin: s = VODoof; break; case CardDatabase.Characters.KiraKira: s = VOIdol; break; case CardDatabase.Characters.HowardSensei: s = VOSensei; break; case CardDatabase.Characters.Felty: s = VOBear; break; } return(s); }
private string vo_CharacterToString(CardDatabase.Characters c) { string s = ""; switch (c) { case CardDatabase.Characters.Hiro: s = "Protag"; break; case CardDatabase.Characters.Vincent: s = "Villain"; break; case CardDatabase.Characters.Dustin: s = "Doof"; break; case CardDatabase.Characters.KiraKira: s = "Idol"; break; case CardDatabase.Characters.HowardSensei: s = "Sensei"; break; case CardDatabase.Characters.Felty: s = "Bear"; break; } return(s); //AkSoundEngine.PostEvent("Set_Switch_" + s, wwiseGlobalGO); //AkSoundEngine.SetSwitch("Character", s, wwiseGlobalGO); }
public void VO_SetResultsCharacters(CardDatabase.Characters winner, CardDatabase.Characters loser) //VictoryScreenDisplay SetSprites() { Winner = winner; Loser = loser; }
public void VO_PlaySignature() //goEyes() Go animation { CardDatabase.Characters player = VO_GetTurnPlayer(); VO_ConcatAndPlay(Prefix, VO_characterToString(player), "Signature", true); }