void MapChoice(MapEvent eventdata) { if (LimitedDailyAccess) { if (eventdata.Destination == gameObject.GetComponent <MapButton>().Location) { Game.current.Progress.SetValue <int>(HourVisited, Game.current.Hour); Game.current.Progress.SetValue <int>(DayVisited, Game.current.Day); Game.current.Progress.SetValue <int>(AccessPoint, Game.current.Progress.GetIntValue(AccessPoint) + 1); } } }
void OnSelectedRoom(MapEvent eventdata) { var bloc = Body.colors; if (eventdata.Destination == Location && bloc != SelectedColors) { bloc = SelectedColors; } else { bloc = DefaultColors; } Body.colors = bloc; }
public void GotToRoom(MapEvent EventData) { if (Location == EventData.Destination && gameObject.activeSelf) { Location = Room.None; gameObject.SetActive(false); return; } Location = EventData.Destination; Time = EventData.Length; DrainEnergy = EventData.DrainEnergy; AssignText(Location); //turn on visiblity gameObject.SetActive(true); }
void MapChoice(MapEvent eventdata) { Space.DispatchEvent(Events.Backdrop, new StageDirectionEvent(eventdata.Destination, "", MapTransitions)); for (int i = 0; i < ChoicesAvalible.Count; ++i) { if (ChoicesAvalible[i].RoomLocation == eventdata.Destination) { Game.current.CurrentRoom = eventdata.Destination; ChoicesAvalible[i].SetSceneTime(); TurnMapOff(); //gameObject.SetActive(false); Game.current.SetTimeBlock(eventdata.Length, eventdata.DrainEnergy); Space.DispatchEvent(Events.LeaveMap, new DestinationNodeEvent(ChoicesAvalible[i].ID)); return; } } //if gets here, no scene was there. send a default sorta dealie int multiplier = 1; if (AllowTimeDilation && eventdata.DrainEnergy) { foreach (var multiple in TimeDilation) { if (multiple.DepressionValue <= Game.current.Self.GetWellbingStat(Personality.Wellbeing.Depression)) { multiplier = multiple.Multiplier; } } } //Game.current.Progress.SetValue("CurrentRoom", eventdata.Destination.ToString()); Game.current.CurrentRoom = eventdata.Destination; //gameObject.SetActive(false); TurnMapOff(); Game.current.InCurrentStory = true; Game.current.SetCurrentStory(DefaultActions.name, "StoryFiles/Unconstrained/" + DefaultActions.name); //the one hard coded path Game.current.SetTimeBlock(eventdata.Length * multiplier, eventdata.DrainEnergy); Space.DispatchEvent(Events.NewStory, new StoryEvent(DefaultActions)); }