Пример #1
0
        IEnumerator SessionFourScript()
        {
            Game.StopSong();
            Game.PlaySoundEffect(content.audio.transition_4);
            Tree.Office.Scene.SetupEarly();
            Fader.Visible = false;
            Tree.GUI.Interaction.Scene.Interactive = false;

            Game.EnableSkipping();
            Tree.GUI.Interaction.Scene.Visible = false;
            Game.Ego.Inventory.Hide();

            Tree.Actors.Scene.Enabled       = false;
            Tree.Basement.Scene.Interactive = false;
            Tree.Basement.Scene.Visible     = false;

            Tree.Office.Scene.Visible     = true;
            Tree.Office.Scene.Interactive = true;
            Tree.Office.Scene.Enabled     = true;

            yield return(Delay.Seconds(1));

            yield return(Psychiatrist.Say(GlblRes.I_think_we_could_both_benefit_from_learning_a_little_bit_more_about_yourself));

            Game.PlaySong(content.audio.session4);
            World.Get <AudioManager>().RepeatSong = true;

            yield return(Delay.Seconds(1));

            yield return(RyanVoice.Say(GlblRes.Like_what));

            yield return(Psychiatrist.Say(GlblRes.Well_what_do_you_do_for_work));

            yield return(RyanVoice.Say(GlblRes.Im_a_mechanical_engineer));

            yield return(Psychiatrist.Say(GlblRes.And_you_like_your_work));

            Game.StopSkipping();

            var Menu = Tree.GUI.Dialog.Menu;

            var FirstDialog = ScoreOptions.Create()
                              .Add(1, GlblRes.Cant_complain, ScoreType.Freedom, 1)
                              .Add(2, GlblRes.Its_awful, new Dictionary <ScoreType, int> {
                { ScoreType.Jail, 1 },
                { ScoreType.Insanity, 1 }
            });

            Menu.Open(FirstDialog);

            yield return(Menu.StartSelectionScript(Get <Scripts>()));

            Game.EnableSkipping();

            var FirstSelection = Menu.LastSelectedOption;

            ProcessScore(FirstSelection);

            if (FirstSelection.ID == 2)
            {
                yield return(RyanVoice.TransitionTo(RyanState.ArmsCrossed));
            }
            else
            {
                yield return(RyanVoice.TransitionTo(RyanState.HandsIntertwined));
            }


            yield return(RyanVoice.Say(FirstSelection.Text));

            if (FirstSelection.ID == 1)
            {
                yield return(Psychiatrist.Say(GlblRes.Thats_good_Liking_what_you_do_is_important));
            }
            else
            {
                yield return(Psychiatrist.Say(GlblRes.Im_sorry_to_hear_that));
            }

            yield return(Psychiatrist.Say(GlblRes.So_were_you_upset_about_having_to_change_offices_to_be_with_your_son));

            Game.StopSkipping();

            var SecondDialog = ScoreOptions.Create()
                               .Add(1, GlblRes.Yes_I_dont_handle_change_well, ScoreType.Insanity, 1)
                               .Add(2, GlblRes.Yes_I_had_it_good_where_I_was, ScoreType.Jail, 1)
                               .Add(3, GlblRes.No_It_doesnt_matter_to_me_if_Im_with_my_family, ScoreType.Freedom, 1);

            Menu.Open(SecondDialog);

            yield return(Menu.StartSelectionScript(Get <Scripts>()));

            Game.EnableSkipping();

            var SecondSelection = Menu.LastSelectedOption;

            ProcessScore(SecondSelection);

            if (SecondSelection.ID == 1 || SecondSelection.ID == 2)
            {
                yield return(RyanVoice.TransitionTo(RyanState.ArmsCrossed));
            }
            else
            {
                yield return(RyanVoice.TransitionTo(RyanState.HandsIntertwined));
            }

            yield return(RyanVoice.Say(SecondSelection.Text));

            switch (SecondSelection.ID)
            {
            case 1:
                yield return(Psychiatrist.Say(GlblRes.I_see_Perhaps_this_time_however_it_was_for_the_best));

                break;

            case 2:
                yield return(Psychiatrist.Say(GlblRes.Thats_unfortunate_But_I_wonder_if_you_cant_make_something_better_for_yourself_where_you_are_now));

                break;

            case 3:
                yield return(Psychiatrist.Say(GlblRes.Good_to_hear_Your_family_is_your_support_system));

                break;
            }

            yield return(Delay.Seconds(1));

            yield return(Psychiatrist.Say(GlblRes.Anyways_work_isnt_the_only_thing_that_makes_up_a_man_What_would_you_say_you_do_for_fun));

            yield return(RyanVoice.TransitionTo(RyanState.Neutral));

            yield return(RyanVoice.Say(GlblRes.Oh_I_dont_know_I_play_the_guitar));

            yield return(Psychiatrist.Say(GlblRes.And_do_you_find_that_playing_helps_you_when_you_are_agitated));

            yield return(RyanVoice.TransitionTo(RyanState.ArmsCrossed));

            yield return(RyanVoice.Say(GlblRes.Do_you_have_to_call_it_that));

            yield return(Delay.Seconds(1));

            yield return(Psychiatrist.Say(GlblRes.Im_sorry_is_there_something_else_you_would_prefer_I_call_your_episodes));

            yield return(Delay.Seconds(0.25f));

            Psychiatrist.StartWriting();

            var Sound = Game.PlaySoundEffect(content.audio.scribble_long);

            yield return(RyanVoice.Say(GlblRes.Well_I_I_dont_know_It_doesnt_matter_Besides_I_havent_had_a_problem_like_that_in_a_long_time));

            yield return(Script.WaitFor(Sound));

            Psychiatrist.StopWriting();

            yield return(Psychiatrist.Say(GlblRes.Is_that_true_Youre_taking_your_medications_regularly));

            yield return(RyanVoice.Say(GlblRes.Dont_you_believe_me));

            Tree.Basement.Scene.Visible = true;
            Tree.Office.Scene.Visible   = false;

            yield return(RyanVoice.TransitionTo(RyanState.Neutral, 0));

            Tree.Office.Scene.Enabled = false;

            Tree.Cutscenes.Scene.Visible = false;
            Tree.Cutscenes.Scene.Enabled = false;

            Tree.GUI.Interaction.Scene.Visible = true;
            Game.Ego.Inventory.Show();

            Tree.Basement.Scene.Interactive = true;
            Tree.Actors.Scene.Enabled       = true;

            Tree.GUI.Interaction.Scene.Interactive = true;

            World.Interactive = true;
            Game.StopSkipping();
        }
Пример #2
0
        IEnumerator SessionOneScript()
        {
            Game.StopSong();
            World.Get <AudioManager>().RepeatSong = false;

            var BloomSettings = new BloomSettings("SessionSeven", 0.75f, 1.5f, 0.8f, 1, 1, 1);

            World.Get <RenderSettings>().BloomSettings = BloomSettings;
            Game.Ego.Inventory.Hide();
            Tree.Office.Scene.SetupEarly();

            Game.EnableSkipping();
            Game.EnableTextSkipping(false);

            yield return(Delay.Seconds(1));

            Get <Scripts>().Start(StartMusicScript());

            Tree.GUI.Interaction.Scene.Visible = false;

            Tree.Actors.Scene.Enabled       = false;
            Tree.Basement.Scene.Interactive = false;
            Tree.Basement.Scene.Visible     = false;
            Tree.Actors.Scene.Enabled       = false;
            Tree.GUI.Mouse.Visible          = true;
            Tree.Office.Scene.Visible       = true;

            Tree.Office.Scene.Interactive             = true;
            Tree.Office.Scene.Enabled                 = true;
            World.Get <RenderSettings>().BloomEnabled = true;
            Game.Ego.Enabled = false;
            Game.Ego.Visible = false;

            RyanEyesClosed.Blinking = false;
            RyanEyesClosed.Visible  = true;

            Psychiatrist.StartWriting();

            var Sound      = Game.PlaySoundEffect(content.audio.scribble_short);
            var FadeScript = Get <Scripts>().Start(FadeInScript());
            int Frames     = 0;

            while (Sound.IsPlaying())
            {
                yield return(1);

                Frames++;
                if (Frames > 90)
                {
                    RyanEyesClosed.Blinking = true;
                }
            }

            RyanEyesClosed.Blinking = true;

            Psychiatrist.StopWriting();

            yield return(STACK.Script.WaitFor(FadeScript));

            yield return(Delay.Seconds(0.3f));

            yield return(Psychiatrist.Say(GlblRes.And_what_was_life_like_for_you_there_Ryan, 4f));

            yield return(Psychiatrist.Say(GlblRes.How_did_things_go, 3f));

            Game.PlaySoundEffect(content.audio.transition_1);
            Tree.Actors.Scene.Enabled = true;

            Tree.Basement.RyanLying.Visible = true;
            Tree.Basement.RyanLying.Enabled = true;
            Tree.Basement.RyanLying.State   = Basement.RyanLyingState.EyesClosed;
            Tree.Basement.Scene.Visible     = true;
            Tree.Office.Scene.Visible       = false;
            Tree.Office.Scene.Enabled       = false;

            Fader.Color   = Color.Black;
            Fader.Visible = true;

            Sound = Tree.Basement.RyanLying.PlayWhiningSound();

            World.Get <RenderSettings>().BloomSettings = new BloomSettings("temp", 0, 8, 3.5f, 1, 1, 0);
            World.Get <RenderSettings>().BloomEnabled  = true;

            const int loops2   = 500;
            bool      eyesOpen = false;

            for (int j = 0; j < loops2; j++)
            {
                Fader.Color = new Color(255, 255, 255, Math.Max(0, 200 - j));

                World.Get <RenderSettings>().BloomSettings.BloomThreshold += 0.75f / loops2;
                World.Get <RenderSettings>().BloomSettings.BlurAmount     -= 6.5f / loops2;
                World.Get <RenderSettings>().BloomSettings.BloomIntensity -= 2.7f / loops2; // -> 1
                World.Get <RenderSettings>().BloomSettings.BaseSaturation += 1.0f / loops2;

                switch (j)
                {
                case 300: eyesOpen = true; break;

                case 380: eyesOpen = false; break;

                case 400: eyesOpen = true; break;
                }

                Tree.Basement.RyanLying.State = eyesOpen ? Basement.RyanLyingState.EyesOpen : Basement.RyanLyingState.EyesClosed;

                yield return(1);
            }

            World.Get <RenderSettings>().BloomSettings = BloomSettings;

            Fader.Color   = Color.Black;
            Fader.Visible = false;

            yield return(STACK.Script.WaitFor(Sound));

            Tree.Basement.Scene.Visible = false;
            Tree.Office.Scene.Visible   = true;
            Tree.Office.Scene.Enabled   = true;

            RyanEyesClosed.Blinking = false;
            RyanEyesClosed.Visible  = true;

            yield return(Delay.Seconds(1));

            RyanEyesClosed.Blinking = true;

            yield return(RyanVoice.TransitionTo(Office.RyanState.HandsIntertwined));

            yield return(RyanVoice.Say(GlblRes.Do_you_have_to_ask_It_was_horrible, 4.6f));

            Tree.Basement.RyanLying.State = Basement.RyanLyingState.SittingEyesClosed;
            Tree.Basement.RyanLying.Get <Transform>().SetPosition(259 + 22, 178);
            RyanEyesClosed.Blinking = false;
            RyanEyesClosed.Visible  = true;
            yield return(Delay.Seconds(0.75f));

            RyanEyesClosed.Blinking = true;

            yield return(RyanVoice.Say(GlblRes.It_wasnt_a_life_It_wasnt_living, 4.5f));

            Tree.Basement.Scene.Visible = true;
            Tree.Office.Scene.Visible   = false;
            Tree.Office.Scene.Enabled   = false;

            Tree.Basement.RyanLying.State = Basement.RyanLyingState.SittingEyesClosed;
            yield return(Delay.Seconds(0.5f));

            Tree.Basement.RyanLying.State = Basement.RyanLyingState.SittingEyesOpen;
            yield return(Delay.Seconds(0.3f));

            Tree.Basement.RyanLying.State = Basement.RyanLyingState.SittingEyesClosed;
            yield return(Delay.Seconds(0.2f));

            Tree.Basement.RyanLying.State = Basement.RyanLyingState.SittingEyesOpen;
            yield return(Delay.Seconds(1.3f));

            Tree.Basement.Scene.Visible = false;
            Tree.Office.Scene.Visible   = true;
            Tree.Office.Scene.Enabled   = true;

            yield return(Delay.Seconds(2));

            yield return(Psychiatrist.Say(GlblRes.And_what_was_the_worst_part_about_it_would_you_say, 4f));

            yield return(Delay.Seconds(0.3f));


            Tree.Basement.Scene.Visible = true;
            Tree.Office.Scene.Visible   = false;
            Tree.Office.Scene.Enabled   = false;

            Tree.Actors.RyanVoice.Visible = true;
            yield return(Tree.Actors.RyanVoice.Say(GlblRes.Hello, 1.6f));

            yield return(Delay.Seconds(0.5f));

            yield return(Tree.Actors.RyanVoice.Say(GlblRes.Cynthia, 1.8f));

            Tree.Actors.RyanVoice.Visible = false;

            yield return(Delay.Seconds(2));

            Tree.Basement.Scene.Visible = false;
            Tree.Office.Scene.Visible   = true;
            Tree.Office.Scene.Enabled   = true;

            yield return(RyanVoice.Say(GlblRes.The_not_knowing_Definitely, 3.8f));

            yield return(RyanVoice.TransitionTo(Office.RyanState.Neutral));

            Tree.Office.Therapist.StartWriting();
            Sound = Game.PlaySoundEffect(content.audio.scribble_long);
            var Script = RyanVoice.Say(GlblRes.Not_knowing_what_was_going_to_happen_next_or_who_was_going_to_be_waiting_for_me_not_knowing_what_would_happen_to_me_or_my_family, 14.6f);

            yield return(Script.WaitFor(Sound));

            Tree.Office.Therapist.StopWriting();

            yield return(Script.WaitFor(Script));

            Tree.Basement.Scene.Visible = true;
            Tree.Office.Scene.Visible   = false;
            Tree.Office.Scene.Enabled   = false;

            Game.Ego.Visible = true;
            Game.Ego.Enabled = true;
            Tree.Basement.RyanLying.Visible = false;
            Tree.Basement.RyanLying.Enabled = false;

            yield return(Game.Ego.GoTo(400, 250));

            yield return(Game.Ego.Say(GlblRes.HelloExclamation, 1.8f));

            yield return(Game.Ego.GoTo(150, 250));

            yield return(Game.Ego.Say(GlblRes.Help_Help_me, 2.4f));

            Tree.Basement.Scene.Visible = false;
            Tree.Office.Scene.Visible   = true;
            Tree.Office.Scene.Enabled   = true;

            yield return(RyanVoice.Say(GlblRes.Not_knowing_how_the_hell_I_was_going_to_get_out_of_there_or_if_I_ever_would_living_in_a_constant_state_of_fear, 12.5f));

            yield return(Delay.Seconds(0.25f));

            RyanEyesClosed.Blinking = false;
            RyanEyesClosed.Visible  = true;
            yield return(Delay.Seconds(0.25f));

            yield return(RyanVoice.Say(GlblRes.That_by_far_was_the_worst_part_of_it, 4.9f));

            Game.Ego.Get <Transform>().SetPosition(100, 250);
            Tree.Basement.Scene.Visible = true;
            Tree.Office.Scene.Visible   = false;
            Tree.Office.Scene.Enabled   = false;
            RyanEyesClosed.Blinking     = true;

            // Blood dropping
            Game.Ego.Get <BloodDropEmitter>().Start();

            yield return(Delay.Seconds(1.5f));

            FadeScript = Get <Scripts>().Start(FadeOutScript());

            yield return(Game.Ego.Say(GlblRes.HelloExclamation, 1.8f));

            Script = Game.Ego.GoTo(500, 250);

            yield return(STACK.Script.WaitFor(Script, FadeScript));

            yield return(Delay.Seconds(1));

            Game.StopSkipping();
            Game.EnableSkipping();

            Game.PlaySoundEffect(content.audio.title);
            yield return(Delay.Seconds(0.5f));

            Tree.Title.Scene.Visible = true;

            yield return(FadeInScript());

            yield return(Delay.Seconds(4));

            Game.Ego.Get <Transform>().SetPosition(300, 250);

            yield return(FadeOutScript());

            Tree.Title.Scene.Visible = false;
            Game.Ego.Turn(Directions4.Down);

            yield return(FadeInScript());

            Tree.Office.Scene.Enabled = false;
            Tree.Office.Scene.Visible = false;

            Tree.Office.Scene.Background.Visible = true;

            Tree.Basement.Scene.Interactive = true;
            Game.EnableTextSkipping(true);

            yield return(Game.Ego.Say(GlblRes.Ouch_How_the_hell_did_this_happen));

            yield return(Game.Ego.Say(GlblRes.I_need_to_bandage_my_hand_I_think_we_have_a_medicine_cabinet_down_here_somewhere));

            Tree.Cutscenes.Scene.Visible = false;
            Tree.Cutscenes.Scene.Enabled = false;

            Tree.GUI.Interaction.Scene.Visible = true;
            Game.Ego.Inventory.Show();

            Game.StopSkipping();
            Game.StopSong();

            World.Interactive = true;
        }