void Awake() { smartSystem = new smartManager(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); questManager = new QuestManager(); thingManager = new ThingManager(); currentQuest = questManager.getCurrentQuest(0); //let default quest is mission 0 currentMap = Application.loadedLevelName; //change default quest from incomplete to inprogress UpdateQuestStatus(); //total victim in game victimList = new VictimList(); victimList.addVictim(new Victim(1, false, false, SpawnV.one)); victimList.addVictim(new Victim(2, false, false, SpawnV.one)); victimList.addVictim(new Victim(3, false, false, SpawnV.one)); victimList.addVictim(new Victim(4, false, false, SpawnV.one)); victimList.addVictim(new Victim(5, false, false, SpawnV.one)); victimList.addVictim(new Victim(6, false, false, SpawnV.one)); victimList.addVictim(new Victim(7, false, false, SpawnV.one)); victimList.addMap(new int[] { 3, 14, 15, 17, 19, 21, 22, 26, 32 }, new int[] { 1, 1, 1, 1, 1, 1, 2, 1, 1 }); victimList.randomVictim(); statMsg = GameObject.FindGameObjectWithTag("StatMessage"); statMsg.SetActive(false); questMsg = GameObject.FindGameObjectWithTag("QuestMessage"); questMsg.SetActive(false); }
void OnGUI() { playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); playeremo.getCharacterStat(out encorage, out trustiness, out bravery); float posX = Screen.width * pos.x; float posY = Screen.height * pos.y; switch (selected) { case 1: status = bravery / 10f; break; case 2: status = encorage / 10f; break; case 3: status = trustiness / 10f; break; } //draw the background: GUI.BeginGroup(new Rect(posX, posY, size.x, size.y)); GUI.Box(new Rect(0, 0, size.x, size.y), emptyTex); //draw the filled-in part: GUI.BeginGroup(new Rect(0, 0, size.x * status, size.y)); GUI.Box(new Rect(0, 0, size.x * status, size.y), fullTex); GUI.EndGroup(); GUI.EndGroup(); }
void Start() { playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); playeremo.getCharacterStat(out encorage, out trustiness, out bravery); encorageout.text = "Encourage : " + encorage; trustinessout.text = "Trustiness : " + trustiness; braveryout.text = "Bravery :" + bravery; }
void Start() { if (GameObject.FindGameObjectWithTag("Player") != null) { system = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>(); emotion = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); phone = GameObject.FindGameObjectWithTag("PhoneCanvas").GetComponent <PhoneCanvas>().phone; } }
// Use this for initialization void Start() { camerapage.SetActive(false); messagepage.SetActive(false); soundpage.SetActive(false); statpage.SetActive(false); mobile.SetActive(false); settingpage.SetActive(false); wpicon.SetActive(true); albumpage.SetActive(false); docraw.SetActive(false); docManager = new DocManager(); docManager.collectDoc(0, true); mission = messagepage.GetComponent <MissionDetail>(); documentID = -1; player = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); system = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>(); }
public void ChangeEmotion(CharacterEmotion emotion) { switch (emotion) { case CharacterEmotion.Normal: characterImage.sprite = normalSprite; break; case CharacterEmotion.Talk: characterImage.sprite = talkSprite; break; case CharacterEmotion.Laugh: characterImage.sprite = laughSprite; break; case CharacterEmotion.Scared: characterImage.sprite = scaredSprite; break; default: break; } }
IEnumerator SadState() { spriteRenderer.sprite = emotionSprite[1]; myState = CharacterEmotion.sad; return(null); }
public CharacterEmotionInstruction(Character character, CharacterEmotion emotion, ushort duration) { this.Character = character; this.Emotion = emotion; this.Duration = duration; }
// Start is called before the first frame update void Start() { myState = CharacterEmotion.neutral; SpriteRenderer = GetComponent <SpriteRenderer>(); }
IEnumerator AngryState() { spriteRenderer.sprite = emotionSprite[3]; myState = CharacterEmotion.angry; return(null); }
IEnumerator ScaredState() { spriteRenderer.sprite = emotionSprite[4]; myState = CharacterEmotion.scared; return(null); }
public void LoadData(int t) { system = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GameController>(); emotion = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); phone = GameObject.FindGameObjectWithTag("PhoneCanvas").GetComponent <PhoneCanvas>().phone; XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(PlayerPrefs.GetString("save")); XmlNodeList dataList = xmlDoc.GetElementsByTagName("profile" + t); string questType = ""; foreach (XmlNode dataInfo in dataList) { XmlNodeList dataContent = dataInfo.ChildNodes; foreach (XmlNode dataItems in dataContent) { if (dataItems.Name == "score") { system.setScore(int.Parse(dataItems.InnerText)); } if (dataItems.Name == "Questtype") { questType = dataItems.InnerText; } if (dataItems.Name == "QuestID") { system.changeCurrentMission(int.Parse(dataItems.InnerText)); } if (dataItems.Name == "questItem") { FindingQuest raw = (FindingQuest)(system.getCurrentQuest()); XmlNodeList dataContentInventory = dataItems.ChildNodes; foreach (XmlNode dataItemInventory in dataContentInventory) { raw.setAllCurrentItemisCollect(int.Parse(dataItemInventory.Attributes["ID"].Value)); } system.setCurrentMission(raw); } if (dataItems.Name == "courage") { emotion.characterDetail.setEncouragementStat(int.Parse(dataItems.InnerText)); } if (dataItems.Name == "bravery") { emotion.characterDetail.setBraveryStat(int.Parse(dataItems.InnerText)); } if (dataItems.Name == "trustness") { emotion.characterDetail.setTrustnessStat(int.Parse(dataItems.InnerText)); } if (dataItems.Name == "previous_map") { system.previousMap = dataItems.InnerText; } if (dataItems.Name == "victimList") { XmlNodeList dataContentInventory = dataItems.ChildNodes; foreach (XmlNode dataItemInventory in dataContentInventory) { system.setVictimisHelpbyID(int.Parse(dataItemInventory.Attributes["ID"].Value), true); } } if (dataItems.Name == "doc") { XmlNodeList dataContentInventory = dataItems.ChildNodes; foreach (XmlNode dataItemInventory in dataContentInventory) { phone.docManager.collectDoc(int.Parse(dataItemInventory.Attributes["ID"].Value), true); } } if (dataItems.Name == "haveConveration") { XmlNodeList dataContentInventory = dataItems.ChildNodes; Quest temps = system.getCurrentQuest(); foreach (XmlNode dataItemInventory in dataContentInventory) { temps.setConversationFinish(int.Parse(dataItemInventory.Attributes["MapID"].Value), bool.Parse(dataItemInventory.Attributes["haveCon"].Value)); } system.setCurrentMission(temps); } if (dataItems.Name == "smartSystem") { XmlNodeList dataContentInventory = dataItems.ChildNodes; foreach (XmlNode dataItemInventory in dataContentInventory) { system.setsmartValue(dataItemInventory.Attributes["MapID"].Value, int.Parse(dataItemInventory.Attributes["value"].Value)); } } } } Destroy(gameObject); }
IEnumerator HappyState() { spriteRenderer.sprite = emotionSprite[2]; myState = CharacterEmotion.happy; return(null); }
IEnumerator NeutralState() { spriteRenderer.sprite = emotionSprite[0]; myState = CharacterEmotion.neutral; return(null); }
// Use this for initialization void Awake() { myState = CharacterEmotion.neutral; spriteRenderer = GetComponent <SpriteRenderer>(); }
/// <summary> /// Sets the emotion. /// </summary> /// <param name="emotion">The emotion.</param> public void SetEmotion(CharacterEmotion emotion) { this.Emotion = emotion; }
IEnumerator SadState() { sprRenderer.sprite = emotionSprites[2]; myState = CharacterEmotion.sad; yield return(null); }
IEnumerator HappyState() { sprRenderer.sprite = emotionSprites[1]; myState = CharacterEmotion.happy; yield return(null); }