new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); col = Color.blue; //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Did you see that? One of Rosie's housemates is actually keeping a bird in a cage. It didn't look very happy. And it has to share the flat with a cat, too.", optionA = "Yeah, that seems stressful for the bird. They probably keep the door to that room shut, normally.", optionB = "", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; annoy = GetComponent <Annoying>(); //PATHFINDING pm = GetComponent <PersonMotor>(); NextBehavior(); }
new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); col = Color.blue; //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Rosie", Message = "You're here!! I'm so happy you made it. Have you seen Mew? Can you maybe check, if they are alright. They like you so much. ", optionA = "Sure, I wanted to find Miss Mister Mew anyway.", optionB = "Uhm, they were stressing out a bit, so I let them out of the flat.", oA_changeval = -10f, oB_changeval = 20f, end = false, callback = talkedToFriend }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; annoy = GetComponent <Annoying>(); //PATHFINDING pm = GetComponent <PersonMotor>(); NextBehavior(); }
new void Start() { base.Start(); //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate Dend2 = new Dialogbox.Dialogstate { end = true }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Coco the Canary", Message = "Coco is sitting in their cage, seemingly frightend by the loud music.", optionA = "*Open the cage and the window next to it*", optionB = "*walk away*", oA_changeval = -10f, oB_changeval = 0f, end = false, }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend2 }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; }
new void Start() { base.Start(); catEvent = transform.Find("Cat").gameObject; movement = GetComponent <CrowdMovement>(); movement.enabled = false; //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Miss Mr. Mew", Message = "Miss Mr. Mew is sitting on the Couch, observing the Crowd.", optionA = "*Pet Miss Mr. Mew*", optionB = "", oA_changeval = -10f, oB_changeval = 20f, end = false, callback = talkedToFriend }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; resets = false; }
new void Start() { base.Start(); //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate Dend2 = new Dialogbox.Dialogstate { end = true }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Looking into the Fridge", Message = "There is a delicious cake in the fridge. It looks like doouble-fudge-hazelnut with strawberry-cream filling.", optionA = "*take the cake*", optionB = "*close the fridge*", oA_changeval = -10f, oB_changeval = 0f, end = false, }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend2 }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; }
new void Start() { Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Random Asshat", Message = "Why don't you smile some more`?", optionA = "*smile*", optionB = "F**k off!", oA_changeval = 100f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; }
private new void FixedUpdate() { base.FixedUpdate(); if (PlayerStatus.thePlayer.foundCake) { done = false; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend2 }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Rosie", Message = "\t Happy birthday, Rosie! Have some cake.\n Ohhh, you found the cake! This is so awesome. Thank you, my wonderful friend!", optionA = "*Have some Cake together*", optionB = "", oA_changeval = -50f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; } }
new void Start() { base.Start(); //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = ReturnedBook }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Nasim", Message = "Hey, you made it. Did you bring my book along by any chance?", optionA = "Yes, thanks for lending it.", optionB = "What..? Oh, yes. Here you go.", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; //PATHFINDING pm = GetComponent <PersonMotor>(); }
new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Art Dealer", Message = "Do you want to buy that picture?", optionA = "How much is it?", optionB = "what..no!", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogstate ds1 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Art Dealer", Message = "500.000€", optionA = "Can we talk about sth else", optionB = "no bye,", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = ds1, oB_followup = Dend }; Dialogbox.Dialogtransition dt1 = new Dialogbox.Dialogtransition { origial = ds1, oA_followup = ds0, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = ds1; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[2]; dt[0] = dt0; dt[1] = dt1; //PATHFINDING pm = GetComponent <PersonMotor>(); PATHS.Add(PathA); PATHS.Add(PathB); PATHS.Add(PathC); PATHS.Add(PathD); PATHS.Add(PathE); pm.StartWalking(PATHS[0], NextBehavior); }
void RegisterNewDialog() { Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = Vanish }; Dialogbox.Dialogstate DendIgnore = new Dialogbox.Dialogstate { end = true, callback = null }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Miss Mr. Mew", Message = "Miss Mr. Mew seems annoyed with the party. They scratch at the door.", optionA = "*open the door for Mew*", optionB = "*ignore Mew*", oA_changeval = -10f, oB_changeval = 20f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = DendIgnore }; ds = new Dialogbox.Dialogstate[] { ds0, Dend, DendIgnore }; dt = new Dialogbox.Dialogtransition[] { dt0 }; done = false; resets = true; resettime = 0f; }
new void FixedUpdate() { if (!changedDialog && PlayerStatus.thePlayer.freedBird) { changedDialog = true; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate DendP = new Dialogbox.Dialogstate { end = true, callback = PersistenceArchieve }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Did you see that? One of Rosie's housemates is actually keeping a bird in a cage. It didn't look very happy. And it has to share the flat with a cat, too.", optionA = "Yeah, that seems stressful for the bird. They probably keep the door to that room shut, normally.", optionB = "Actually, I just let the canary out of the window.", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogstate ds1 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Are you serious? You are my hero!", optionB = "I just hope he's gonna be alright out there.", optionA = "Thanks, I'm okay. Bit annoyed about the bird maybe. But there is a person talking non-stop about cake and pizza at this party. That's kinda fun", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogstate ds3 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Thanks, I'm okay. Bit annoyed about the bird maybe. But there is a person talking non-stop about cake and pizza at this party. That's kinda fun.", optionA = "Haha, maybe I should find them and exchange recipes.", optionB = "Yes, and did you see the person with the kangaroo costume?", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogstate ds4 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Quite impressive that they haven't melted in here, yet. The last time I spotted them, they were raving on the dance floor.", optionA = "When I last saw them they were snoring in a corner.", optionB = "Wow, I love it, when ppl dress up and stay at ease with themselves.", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogstate ds5 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "They might have a more sinister reason to be dressed up.", optionB = "That sounds daunting. But I still have some stuff to do here. Cya.", optionA = "Sinister? Come on! Now you are just pulling my leg.", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogstate ds6 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Actually, I discovered earlier tonight that the person in the kangaroo costume is Rosie's cousin from Tanzania. One of Rosie's friends invited her as a surprise. But don't tell anyone.", optionA = "TThe secret is safe with me.", optionB = "", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = ds1 }; Dialogbox.Dialogtransition dt1 = new Dialogbox.Dialogtransition { origial = ds1, oA_followup = ds3, oB_followup = Dend }; Dialogbox.Dialogtransition dt2 = new Dialogbox.Dialogtransition { origial = ds3, oA_followup = Dend, oB_followup = ds4 }; Dialogbox.Dialogtransition dt4 = new Dialogbox.Dialogtransition { origial = ds4, oA_followup = Dend, oB_followup = ds5 }; Dialogbox.Dialogtransition dt5 = new Dialogbox.Dialogtransition { origial = ds5, oA_followup = ds6, oB_followup = Dend }; Dialogbox.Dialogtransition dt6 = new Dialogbox.Dialogtransition { origial = ds6, oA_followup = DendP, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[8]; ds[0] = ds0; ds[1] = ds1; ds[2] = ds3; ds[3] = ds4; ds[4] = ds5; ds[5] = ds6; ds[6] = Dend; ds[7] = DendP; dt = new Dialogbox.Dialogtransition[6]; dt[0] = dt0; dt[0] = dt1; dt[0] = dt2; dt[0] = dt4; dt[0] = dt5; dt[0] = dt6; } }
public void NextBehavior() { Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true }; if (PLACEHOLDER_DATA.data.ending == PLACEHOLDER_DATA.Endings.AllFriendsDone) { Dialogbox.Dialogstate Dend_fin = new Dialogbox.Dialogstate { end = true, callback = EndingManager.em.PlayEnd }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Owen", Message = "What have you been up to?\n\t Oh, I'm glad I got to catch up with all the people I wanted to meet here.\nThat sounds good. Shall we leave though?", optionA = " Yeah, let's go before we run out of space here.", optionB = "...", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend_fin, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = Dend_fin; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; } else if (PLACEHOLDER_DATA.data.ending == PLACEHOLDER_DATA.Endings.Stress) { Dialogbox.Dialogstate Dend_fin = new Dialogbox.Dialogstate { end = true, callback = EndingManager.em.PlayEnd }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Owen", Message = "Hey! I'm here. I'm here. Come on, let's get out of here.", optionA = " Thanks", optionB = "", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend_fin, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = Dend_fin; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; } else if (PLACEHOLDER_DATA.data.ending == PLACEHOLDER_DATA.Endings.Time) { Dialogbox.Dialogstate Dend_fin = new Dialogbox.Dialogstate { end = true, callback = EndingManager.em.PlayEnd }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Owen", Message = "Hey, it's getting too crowded for me in here. Would you join me, if I leave?", optionA = " Of course. You watch my back, I watch yours.", optionB = "", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend_fin, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = Dend_fin; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; } else if (PLACEHOLDER_DATA.data.ending == PLACEHOLDER_DATA.Endings.Default) { Dialogbox.Dialogstate Dend_fin = new Dialogbox.Dialogstate { end = true, callback = EndingManager.em.PlayEnd }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Owen", Message = "So, how do you like the party?", optionA = "I don't know. I didn't feel like coming here in the first place. It's so crowded. Let's leave!", optionB = "The party might be fun after all. I think I want to hang out a bit longer.\n ", oA_changeval = 0f, oB_changeval = 0f, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend_fin, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[3]; ds[0] = ds0; ds[1] = Dend_fin; ds[2] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; } }