Пример #1
0
        /// <summary>
        /// At the end of animation, set the animator to default invisible state and decrease happiness metric
        /// </summary>
        void OnEndOfAnimation()
        {
            foreach (Renderer r in GetComponentsInChildren <Renderer>())
            {
                r.enabled = false;
            }
            animator.SetBool("isShow", false);
            markSpawned = false;
            MetricsModifier modifier = new MetricsModifier(-2, 0, 0);

            modifier.Modify();
            MetricManager.Instance.RenderMetrics();
        }
Пример #2
0
        /// <summary>
        /// Called when in WeatherEvent state, it displays a weather card to the player and makes a call to
        /// decrease player health after player clicks continue;
        /// </summary>
        private void DisplayWeatherCard()
        {
            String weatherEvent = "";

            switch (WeatherController.Instance.currentEvent)
            {
            case WeatherController.ClimateEvent.AcidRain:
                weatherEvent = "acid rain";
                break;

            case WeatherController.ClimateEvent.Hurricane:
                weatherEvent = "hurricane";
                break;

            case WeatherController.ClimateEvent.Smog:
                weatherEvent = "smog";
                break;

            case WeatherController.ClimateEvent.WildFire:
                weatherEvent = "wildfire";
                break;
            }
            string statement = "Your town has been struck by " + weatherEvent + "! Try raise your environment health to avoid more disasters";

            string[] statements         = { statement };
            Action   displayWeatherInfo = () =>
            {
                WeatherController.Instance.StopAnim();
                Debug.Log("Clicked continue on weather event");
                SetState(GameState.WaitingForEvents);
                //TODO: balance numbers on event
                MetricsModifier modifier = new MetricsModifier(-4, -3, 0);
                modifier.Modify();
                metricManager.RenderMetrics();
                WeatherController.Instance.probability = 0;
                Debug.Log("new prob " + WeatherController.Instance.probability);
            };

            // minor card should be displayed upon the callback to the mail message
            dialogueManager.StartExplanatoryDialogue(new SimpleDialogue(statements, weatherEvent), displayWeatherInfo);
        }
Пример #3
0
        /// <summary>
        /// Transition to default state (invisible) when mark has been clicked
        /// also queues the minor cards to be displayed
        /// </summary>
        void OnMouseDown()
        {
            if (markSpawned && cardManager.CurrentGameState == CardManager.GameState.WaitingForEvents)
            {
                animator.SetBool("isShow", false);
                clickCount++;
                markSpawned = false;
                cardManager.QueueMinorCard();
                foreach (Renderer r in GetComponentsInChildren <Renderer>())
                {
                    r.enabled = false;
                }

                // give player money for accepting request
                MetricsModifier modifier = new MetricsModifier(0, 3, 0);
                modifier.Modify();
                MetricManager.Instance.RenderMetrics();
            }
            else
            {
                return;
            }
        }
Пример #4
0
 public SliderTransition(string feedback, string feedbackNPCName, MetricsModifier metricsmodifier,
                         bool hasAnimation, string buildingName, int threshold) : base(feedback, feedbackNPCName, metricsmodifier,
                                                                                       hasAnimation, buildingName)
 {
     this.threshold = threshold;
 }
Пример #5
0
        private List <Card> ParseJson(string json, bool isPlotJson)
        {
            List <Card> result = new List <Card>();

            JSONArray stateArray = SimpleJSON.JSON.Parse(json).AsArray;

            foreach (JSONNode state in stateArray)
            {
                List <string> precedingDialogue = new List <string>();

                var foundPrecedingDialogue = state["precedingDialogue"].AsArray;
                if (foundPrecedingDialogue.Count != 0)
                {
                    foreach (JSONNode dialogue in state["precedingDialogue"])
                    {
                        precedingDialogue.Add(dialogue);
                    }
                }

                List <Transition> optionList = new List <Transition>();

                JSONNode transitions = isPlotJson ? state["transitions"].AsArray : state["options"];

                foreach (JSONNode transition in transitions)
                {
                    int    popHappinessModifier = 0;
                    int    goldModifier         = 0;
                    int    envHealthModifier    = 0;
                    string tokenKey             = "";
                    string tokenValue           = "";
                    string additionalState      = "";

                    if (transition["happiness"])
                    {
                        popHappinessModifier = transition["happiness"];
                    }

                    if (transition["money"])
                    {
                        goldModifier = transition["money"];
                    }

                    if (transition["environment"])
                    {
                        envHealthModifier = transition["environment"];
                    }

                    if (transition["token"])
                    {
                        tokenKey   = transition["token"];
                        tokenValue = transition[tokenKey];
                    }

                    if (transition["additionalState"])
                    {
                        additionalState = transition["additionalState"];
                    }

                    MetricsModifier metricsModifier =
                        new MetricsModifier(popHappinessModifier, goldModifier, envHealthModifier);

                    if (state["sliderType"])
                    {
                        optionList.Add(new SliderTransition(transition["feedback"], transition["npcName"],
                                                            metricsModifier, transition["hasAnimation"], transition["buildingName"],
                                                            transition["threshold"]));
                    }
                    else
                    {
                        optionList.Add(new Transition(transition["feedback"], transition["npcName"],
                                                      metricsModifier, transition["hasAnimation"], transition["buildingName"],
                                                      transition["label"], transition["state"], tokenKey, tokenValue, additionalState));
                    }
                }


                if (isPlotJson)
                {
                    String name = "";
                    if (state["name"])
                    {
                        name = state["name"];
                    }
                    result.Add(new PlotCard(state["id"], precedingDialogue.ToArray <string>(), name, state["question"], optionList));
                }
                else if (state["sliderType"])
                {
                    result.Add(new SliderCard(precedingDialogue.ToArray <string>(), state["name"], state["question"], optionList.Cast <SliderTransition>().ToList(), state["maxValue"], state["minValue"]));
                }
                else
                {
                    result.Add(new MinorCard(precedingDialogue.ToArray <string>(), state["name"], state["question"], optionList));
                }
            }

            return(result);
        }