/// <summary>OnClick function for DigiDGeneral screen. Redirects to Allowances screen.</summary> public void AllowancesButtonClicked() { MainCanvasManager.Instance.OpenCellPhoneScreen(CellPhoneScreen.DigiDAllowances); if (digidBekijkenQuest.IsUpdatable) { DoOnceTask watchAllowancesTask = digidBekijkenQuest.GetTask <DoOnceTask>("1KeerToeslagenBekijken"); watchAllowancesTask.SetDoneOnce(); happiness.AddValue(happinessOnCompletion); } }
private void AddGrocery() { /// <summary>Finish grocery fetching task.</summary> if (boodschappenPakkenQuest.IsUpdatable && !boodschappenPakkenQuest.IsCompleted) { DoOnceTask grabGrocery = boodschappenPakkenQuest.GetTask <DoOnceTask>("1KeerBoodschappenPakken"); grabGrocery.SetDoneOnce(); } grocerySupermarketProperty.AddGrocery(groceryType); gameObject.SetActive(false); shoppingTrolley.FillShoppingTrolley(); }
private void OnCreateAccountDialogueFinished() { mailProperty.AddMail(MailType.Bank); MainCanvasManager.Instance.AddNotification(GameNotificationType.Mail); if (createbankAccountQuest.IsUpdatable) { DoOnceTask holdBankAccountDialogue = createbankAccountQuest.GetTask <DoOnceTask>("BankAccountGesprek"); holdBankAccountDialogue.SetDoneOnce(); } PlayerPropertyManager.Instance.GetProperty <BooleanProperty>("Heeft Bankrekening").UpdateValue(true, false); }
///<summary> Shows positive or negative feedback depending on the players succes. </summary> private void ShowFeedback(bool isInTime) { if (isInTime) { resultFeedback.SetActive(true); winEffects.SetActive(true); MusicPlayer.Instance.PlaySFXSound(SFXSound.MinigameCorrect); if (!setting.MinigameMode) { happiness.AddValue(happinessOnCompletion); playerMoneyProperty.RemoveMoney(moneyToRemove); //Add bronze reward since in normal mode rewardCollection.AddReward(rewardName, RewardType.Bronze); } else { //add reward according to minigame difficulty rewardCollection.AddRewardThroughDifficulty(rewardName, setting.Difficulty); } } else { feedbackHeader.text = "Helaas..."; feedbackMessage.text = "Niet goed ingevuld."; resultFeedback.SetActive(true); MusicPlayer.Instance.PlaySFXSound(SFXSound.MinigameFailed); } if (setting.MinigameMode) { // set difficulty played as completed. setting.SetCurrentDifficultyCompleted(); } else { // if the game was not played in the game hall, update properties and mark it as played in store mode. setting.SetIsCompletedInStoryMode(); } // sets the quest "FactuurBetalen" to done. if (payInvoiceQuest.IsUpdatable) { DoOnceTask payInvoiceTask = payInvoiceQuest.GetTask <DoOnceTask>("FactuurBetalen"); payInvoiceTask.SetDoneOnce(); } }
public void MakeAppointment() { SetAppointmentState(true); if (createbankAccountQuest.IsUpdatable) { //update player property and task related to action appointmentProperty.UpdateAppointment(BankAppointmentType.CreateAccount); DoOnceTask orderMailTask = createbankAccountQuest.GetTask <DoOnceTask>("BankAfspraak"); orderMailTask.SetDoneOnce(); } MainCanvasManager.Instance.OpenCellPhoneScreen(CellPhoneScreen.BankAppointmentSet); documentTransform.sizeDelta = new Vector2(); documentTransform.anchoredPosition = new Vector2(); magnifierGameObjectZoom.SetActive(true); }
/// <summary>Called when the payment process has been completed to give feedback and start the end process</summary> private void OnProcessCompleted() { MusicPlayer.Instance.PlaySFXSound(SFXSound.PinTransitionEnd); if (setting.MinigameMode) { //set difficulty played as completed setting.SetCurrentDifficultyCompleted(); //add reward according to minigame difficulty rewardCollection.AddRewardThroughDifficulty(rewardName, setting.Difficulty); SceneTransitionSystem.Instance.Transition(SceneTransitionSystem.DefaultTransition, NavigationSystem.NameOfGameHall, UnityEngine.SceneManagement.LoadSceneMode.Additive); } else { Action gameHallIntro = null; //if not in minigame mode, add property values happiness.AddValue(HappinessOnCompletion); ownedGroceryProperty.AddGroceries(supermarketGroceryProperty.Groceries.ToArray()); //mark game as available in minigame mode setting.SetIsCompletedInStoryMode(); //update quests if (contactlessPaymentQuest.IsUpdatable) { DoOnceTask payContactlessOnceTask = contactlessPaymentQuest.GetTask <DoOnceTask>("1KeerContactloosBetalen"); payContactlessOnceTask.SetDoneOnce(); gameHallIntro = () => gameHallIntroduction.Start(); } //Add bronze reward since in normal mode rewardCollection.AddReward(rewardName, RewardType.Bronze); //and start dialogue with cassiere to transition back home MainCanvasManager.Instance.StartDialogue(finishDialogue, () => { SceneTransitionSystem.Instance.Transition(SceneTransitionSystem.DefaultTransition, sceneToLoadOnComplete, UnityEngine.SceneManagement.LoadSceneMode.Additive, gameHallIntro); }); } }
private void OnPlacement(PlacementResult result) { feedbackObject.SetActive(true); txtHeader.text = result.succesfull ? succesHead : failHead; txtMessage.text = result.message; MusicPlayer.Instance.PlaySFXSound(result.succesfull ? SFXSound.MinigameCorrect : SFXSound.MinigameFailed); if (animator.Setting.MinigameMode) { //set difficulty played as completed animator.Setting.SetCurrentDifficultyCompleted(); //add reward according to minigame difficulty if the player succeded the game if (result.succesfull) rewardCollection.AddRewardThroughDifficulty(rewardName, setting.Difficulty); } else { //if not in minigame mode update properties mailProperty.OrdenMail(MailPlacing); //Add bronze reward since in normal mode rewardCollection.AddReward(rewardName, RewardType.Bronze); if (result.succesfull) { happiness.AddValue(happinessOnSucces); } //mark game as available in minigame mode animator.Setting.SetIsCompletedInStoryMode(); // and update quests if (createbankAccountQuest.IsUpdatable) { DoOnceTask orderMailTask = createbankAccountQuest.GetTask<DoOnceTask>("BankPostOrdering"); orderMailTask.SetDoneOnce(); PlayerPropertyManager.Instance.GetProperty<DigiDProperty>("DigiD").UpdateAccountValue(true, false); } } }