new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); col = Color.blue; //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Rosie", Message = "You're here!! I'm so happy you made it. Have you seen Mew? Can you maybe check, if they are alright. They like you so much. ", optionA = "Sure, I wanted to find Miss Mister Mew anyway.", optionB = "Uhm, they were stressing out a bit, so I let them out of the flat.", oA_changeval = -10f, oB_changeval = 20f, end = false, callback = talkedToFriend }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; annoy = GetComponent <Annoying>(); //PATHFINDING pm = GetComponent <PersonMotor>(); NextBehavior(); }
new void Start() { base.Start(); //BC bc = GetComponent <BackgroundChatter>(); col = Color.blue; //DIALOG Dialog = Dialogbox.Dialogsystem.gameObject; Dialogbox.Dialogstate Dend = new Dialogbox.Dialogstate { end = true, callback = talkedToFriend }; Dialogbox.Dialogstate ds0 = new Dialogbox.Dialogstate { Avatar = Portrait, Title = "Jill", Message = "Did you see that? One of Rosie's housemates is actually keeping a bird in a cage. It didn't look very happy. And it has to share the flat with a cat, too.", optionA = "Yeah, that seems stressful for the bird. They probably keep the door to that room shut, normally.", optionB = "", oA_changeval = 0, oB_changeval = 0, end = false }; Dialogbox.Dialogtransition dt0 = new Dialogbox.Dialogtransition { origial = ds0, oA_followup = Dend, oB_followup = Dend }; ds = new Dialogbox.Dialogstate[2]; ds[0] = ds0; ds[1] = Dend; dt = new Dialogbox.Dialogtransition[1]; dt[0] = dt0; annoy = GetComponent <Annoying>(); //PATHFINDING pm = GetComponent <PersonMotor>(); NextBehavior(); }
private void CheckArea() { Collider2D[] areaPeople = Physics2D.OverlapCircleAll(transform.position, radius, people); foreach (Collider2D p in areaPeople) { Annoying a = p.GetComponent <Annoying>(); if (a == null) { continue; } float change = ((radius - Mathf.Min(Vector2.Distance(p.transform.position, transform.position), radius)) * a.value / 2f); change *= change; ChangeAnnoyance(change); } float recovery = 1f; if (annoyance > 1) { if (calmSince + 4f < Time.time) { recovery = 1f; } else if (calmSince + 2f < Time.time) { recovery = .5f; } else if (calmSince + 1f < Time.time) { recovery = .25f; } if (annoyance < 230) { recovery *= .5f; } ChangeAnnoyance(-recovery * .5f); } Sannoyance.value = annoyance; }