void EndCurrentPuzzle() { if (CurPuzzle == Puzzles.Length - 1) { base.PlayFirstBranch(); Slot_Container sc = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); ArticyObject curStartOn = sc.Template.Slot_Feature.Slot_Feature_Slot; var a = curStartOn as IObjectWithFeatureSlot_Feature; if (a != null) { sc.Template.Slot_Feature.Slot_Feature_Slot = a.GetFeatureSlot_Feature().Slot_Feature_Slot; } else { Debug.LogError("no slot feature in EndCurrentPuzzle"); } SceneManager.LoadScene(1); // SceneManager.LoadScene(1); } else { Puzzles[CurPuzzle].gameObject.SetActive(false); CurPuzzle++; Puzzles[CurPuzzle].gameObject.SetActive(true); SetupLerpFade(1f, 0f, 1.5f); GameState = eGameState.FADE_IN; } }
// Start is called before the first frame update public virtual void Start() { PlayerCharacter PC = ArticyDatabase.GetObject <PlayerCharacter>("Player_Character_Entity_Tech_Name"); //Debug.Log("Our player name is: " + PC.Template.Basic_Character_Attributes.NPC_Feature_Name); StaticStuff.FlowDebug("Our player name is: " + PC.Template.Basic_Character_Attributes.NPC_Feature_Name); FlowPlayer = GetComponent <ArticyFlowPlayer>(); Slot_Container sc = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); if (sc.Template.Slot_Feature.Slot_Feature_Slot != null) { //Debug.Log("CaptainsChairSceneRoot.Start() setting StartOn: " + sc.Template.Slot_Feature.Slot_Feature_Slot.name); StaticStuff.FlowDebug("CaptainsChairSceneRoot.Start() setting StartOn: " + sc.Template.Slot_Feature.Slot_Feature_Slot.name); SetFlowPlayerStartOn(sc.Template.Slot_Feature.Slot_Feature_Slot); } else { //Debug.Log("CaptainsChairSceneRoot.Start() no StartOn"); StaticStuff.FlowDebug("CaptainsChairSceneRoot.Start() no StartOn"); } if (DialogueUI != null) { DialogueUI.gameObject.SetActive(false); } //FlowPlayer.StartOn = sc.Template.Slot_Feature.Slot_Feature_Slot; }
public void OnBranchesUpdated(IList <Branch> aBranches) { if (aBranches == null || aBranches.Count == 0) { Debug.LogWarning("NULL or 0 branches in OnBranchesUpdated()."); return; } Debug.Log("Num branches: " + aBranches.Count); int branchID = Random.Range(0, aBranches.Count); branchID = 0; // normally this would be random but for now just go to the Ship Branch branch = aBranches[branchID]; ArticyObject targetObject = (ArticyObject)branch.Target; Slot_Container slotContainer = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); slotContainer.Template.Slot_Feature.Slot_Feature_Slot = targetObject; }
protected void GoToMiniGame(Branch branch) { var miniGameFrag = branch.Target as IObjectWithFeatureMini_Game_Name; if (miniGameFrag != null) { //Debug.Log("go to this mini game NOW: " + miniGameFrag.GetFeatureMini_Game__Name().Mini_Game_Name); StaticStuff.FlowDebug("go to this mini game NOW: " + miniGameFrag.GetFeatureMini_Game_Name().Mini_Game_Name); // FlowPlayer.StartOn = branch.Target as IArticyObject; Slot_Container slotContainer = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); slotContainer.Template.Slot_Feature.Slot_Feature_Slot = (ArticyObject)branch.Target; SceneManager.LoadScene(miniGameFrag.GetFeatureMini_Game_Name().Mini_Game_Name); } else { //Debug.LogError("ERROR: trying to go to a mini game with no name"); StaticStuff.FlowDebug("ERROR: trying to go to a mini game with no name"); } }