Пример #1
0
        private static void RunIntroEvent(Heroine heroine, PregnancyData preg, bool isPillEvent)
        {
            var loadedEvt = GetEvent(heroine, preg, isPillEvent);

            if (loadedEvt == null)
            {
                PregnancyPlugin.Logger.LogError("Unexpected null GetEvent result");
                return;
            }

            // Init needed first since the custom event starts empty
            var evt = EventApi.CreateNewEvent(setPlayerParam: true);

            heroine.SetADVParam(evt);
            var freePill = _personalityHasPills.TryGetValue(heroine.personality, out var val) && val;

            evt.Add(Program.Transfer.VAR("bool", "PillForFree", freePill.ToString(CultureInfo.InvariantCulture)));
            evt.Add(Program.Transfer.VAR("bool", "PlayerHasPill", (StoreApi.GetItemAmountBought(AfterpillStoreId) >= 1).ToString(CultureInfo.InvariantCulture)));
            // Give favor by default, gets overriden if the event specifies any other value
            evt.Add(Program.Transfer.VAR("int", "FavorChange", "30"));

            evt.AddRange(loadedEvt);

            var scene = TalkScene.instance;

            scene.StartADV(evt, scene.cancellation.Token)
            .ContinueWith(() => Program.ADVProcessingCheck(scene.cancellation.Token))
            .ContinueWith(() =>
            {
                PregnancyGameController.ApplyToAllDatas((chara, data) =>
                {
                    if (chara == heroine)
                    {
                        if (isPillEvent)
                        {
                            data.CanAskForAfterpill = false;
                        }
                        else
                        {
                            data.CanTellAboutPregnancy = false;
                        }
                        return(true);
                    }
                    return(false);
                });

                var vars = ActionScene.instance.AdvScene.Scenario.Vars;
                ApplyStatChangeVars(heroine, preg, vars);

                // Fix mouth getting permanently locked by the events
                heroine.chaCtrl.ChangeMouthFixed(false);
            })
            .Forget();
        }
Пример #2
0
        /// <summary>
        /// Start a new "light" ADV scene that only pauses player input and shows a dialog box. Can be used in roaming mode and some other cases.
        /// Best to use this for events where player thinks or talks to himself with no other characters participating, for example after picking up an item on the map.
        /// Do not use in TalkScenes, use <see cref="StartTextSceneEvent"/> instead.
        /// You can get variables set in the commands through actScene.AdvScene.Scenario.Vars
        /// You need to use Program.SetParam if you want to add parameters related to a heroine. Alternatively use the CharaChange command with the global heroine syntax.
        /// Warning: You have to have a Close command or the scene will softlock after reaching the end!
        /// </summary>
        /// <param name="commands">List of commands for the event</param>
        public static IEnumerator StartMonologueEvent(IEnumerable <Program.Transfer> commands)
        {
            if (commands == null)
            {
                throw new ArgumentNullException(nameof(commands));
            }

            var list = commands.ToList();

            if (list.All(x => x.param.Command != Command.Close))
            {
                list.Add(Program.Transfer.Close());
                UnityEngine.Debug.LogWarning("No Close command in the transfer list! Adding close at end to prevent lockup. Add Program.Transfer.Close() at the end of list to fix this.");
            }

            // todo handle this properly? Used when going back to title screen from F1 menu and possibly other places. Possibly not a problem since we run as a coroutine?
            var token = CancellationToken.None;

            var actScene = ActionScene.instance;

            // Stop player input and some game functions
            actScene.Player.isActionNow = true;

            var prevBGM    = string.Empty;
            var prevVolume = 1f;

            yield return(TuplelessGetBgmAndVolume((x, y) => { prevBGM = x; prevVolume = y; }));

            ActionScene instance  = SingletonInitializer <ActionScene> .instance;
            Transform   transform = Camera.main.transform;

            bool isOpenADV = false;

            // Run the actual scene
            yield return(Program.Open(new Data
            {
                position = instance.Player.position,
                rotation = instance.Player.rotation,
                scene = instance,
                camera = new OpenData.CameraData
                {
                    position = transform.position,
                    rotation = transform.rotation
                },
                transferList = list
            }, token, new Program.OpenDataProc
            {
                onLoad = delegate
                {
                    isOpenADV = true;
                }
            }).ToCoroutine(UnityEngine.Debug.LogException));

            // Wait until the scene is done
            yield return(UniTask.WaitUntil(() => isOpenADV, PlayerLoopTiming.Update, token).ToCoroutine(UnityEngine.Debug.LogException));

            yield return(Program.ADVProcessingCheck(token).ToCoroutine(UnityEngine.Debug.LogException));

            // Fade back to gameplay, assuming the script faded to loading screen, does nothing otherwise
            yield return(Illusion.Game.Utils.Sound.GetFadePlayerWhileNull(prevBGM, prevVolume).ToCoroutine(UnityEngine.Debug.LogException));

            Scene.sceneFadeCanvas.DefaultColor();

            // Reenable player controls
            actScene.Player.isActionNow = false;
        }