示例#1
0
        private static void EffectTrust()
        {
            System.Console.WriteLine("1. Option A");
            System.Console.WriteLine("2. Option B");
            System.Console.WriteLine("3. Option C");

            string     choice      = System.Console.ReadLine();
            ChatOption choiceCheck = ValidChoice(choice);

            if (choiceCheck == ChatOption.Invalid)
            {
                // Do nothing
            }
            else if (choiceCheck == ChatOption.A)
            {
                System.Console.WriteLine("did it work?");
                trustA = trustA + 1;
            }
            else if (choiceCheck == ChatOption.B)
            {
                System.Console.WriteLine("Other option");
                paranoiaA = paranoiaA + 2;
            }
            else if (choiceCheck == ChatOption.C)
            {
                System.Console.WriteLine("poor choice");
                trustA = trustA - 1;
            }
        }
示例#2
0
    public void SendAwnser(ChatOption _nextText)
    {
        playerController.currentAwnser = "";
        playerController.currentOption = null;
        manager.ClearAwnser();

        //print awnser

        for (int i = 0; i < _nextText.playerAwnser.Count; i++) //for each line in this message
        {
            if (i == 0)                                        //check if it is the 1st message so the name is added
            {
                tabs[currentChat].displayedText.Add("[" + manager.playerName + "] " + _nextText.playerAwnser[i]);
            }
            else//dont add name
            {
                tabs[currentChat].displayedText.Add(_nextText.playerAwnser[i]);
            }


            //check if the scroll up is active
            if (!scrolling && currentChat == tabs[currentChat].tabNum)
            {
                GameObject newText = Instantiate(textPrefab, generalTextContainer.transform); //create a new line
                if (i == 0)                                                                   //check if it is the 1st message so the name is added
                {
                    newText.GetComponent <TextMeshProUGUI>().text = "[" + manager.playerName + "] " + _nextText.playerAwnser[i];
                }
                else//dont add name
                {
                    newText.GetComponent <TextMeshProUGUI>().text = _nextText.playerAwnser[i];
                }
                tabs[currentChat].currentText += 1;
                //chatNumb[0] += 1;//current chat possion

                CheckOverflow(0);//check if overflow
            }
        }

        //close options
        manager.CloseChat();

        if (_nextText.npcAnwser.options.Count != 0)
        {
            StartCoroutine(WaitForNextSentence(_nextText.npcAnwser.timer, tabs[currentChat], 1, _nextText.npcAnwser));
        }
        else
        {
            StartCoroutine(WaitForNextSentence(_nextText.npcAnwser.timer, tabs[currentChat], tabs[currentChat].tabChat.Count - 1, _nextText.npcAnwser));
        }
    }
示例#3
0
    public void ChoiceMade(ChatOption _option, ChatText _nextText, List <string> _awnser)
    {
        string newAwnser = "";

        for (int i = 0; i < _awnser.Count; i++)
        {
            newAwnser += _awnser[i] + " ";
        }
        playerController.currentAwnser = newAwnser;
        playerController.currentOption = _option;


        //clear options
        for (int i = 0; i < optionsPanel.transform.childCount; i++)
        {
            optionsPanel.transform.GetChild(i).gameObject.GetComponent <ChoiceController>().ClearValues();
        }
    }
示例#4
0
 public void ClearValues()
 {
     currentOption = null;
     transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = "";
     hasOptions = false;
 }
示例#5
0
 public void SetValues(ChatOption _newOption)
 {
     currentOption = _newOption;
     transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = _newOption.feelingName;
     hasOptions = true;
 }