protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); Interaction i = face.TwoChoices(memory, "Cake or Pie?", "Cake", "Pie"); face.Talk(memory, "AHHHHH!", "A zombie!"); if (string.IsNullOrEmpty(i.resultText)) { face.Talk(memory, "You were eaten"); } else { face.Talk(memory, "Let's get the", "grenades"); face.Talk(memory, string.Format("{0} grenades", i.resultText)); } return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); using (var memory = new Memory()) { Interaction i = face.YesNo(memory, "Are you lost?"); if (i.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "Nevermind"); face.Talk(memory, "I'm Talking", "to myself"); face.SlowTalk(memory, "again..."); return MakeRoutineResult(memory, i); } else if (i.playerAnswer == Interaction.Answer.No) { face.Talk(memory, "OK"); face.Talk(memory, "Just checking"); face.Talk(memory, "'cause I thought", "you looked..."); face.Talk(memory, "you know", millisecondTimeout: 2000); face.Talk(memory, "", "kinda lost"); return MakeRoutineResult(memory, i); } else { Interaction looking = face.YesNo(memory, "Need the bathroom?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "It's right there", " =========>", 10000); face.SlowTalk(memory, "By the way"); Interaction brNeed = face.TwoChoices(memory, "Which one?", "One", "Two"); if (brNeed.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "Sorry.", "Too personal, I know"); } else { face.Talk(memory, "Hope it all", "comes out ok"); } return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need Tech Support?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Go that way", "<========== "); face.Talk(memory, "Until you see", "<========== "); face.Talk(memory, "Big glass doors", "<========== ", 10000); face.Talk(memory, "You can't miss it"); return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need books?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Look anywhere but", "the first floor."); face.Talk(memory, "They are kinda", "taking those away."); face.Talk(memory, "Something to do", "with the internet."); face.Talk(memory, "I never get on that", "internet thing"); face.Talk(memory, "Too complicated", ";-)"); return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need the ARC?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Go that way", "<========== "); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Then head down", "the stairs. VVV"); face.Talk(memory, "It's on the B-level", ""); face.Talk(memory, "Wish I was on B...", ""); face.Talk(memory, "So much cooler", " down there."); return MakeRoutineResult(memory, looking); } face.Talk(memory, "Sorry, I don't know", "much else."); return MakeRoutineResult(memory, i); } } }