public HappyForCastleMan(NPC toControl, string currentDialogue) : base(toControl, currentDialogue) { toControl.SetCharacterPortrait(StringsNPC.Happy); toControl.ChangeFacialExpression(StringsNPC.Happy); curiousAboutSon.AddAction(new NPCCallbackAction(AskAboutSon)); askToPlayMusic.AddAction(new UpdateDefaultTextAction(toControl, "I always wanted to play something compliments the seasons.")); askToPlayMusic.AddAction(new NPCCallbackAction(ClearAllChoices)); Action takeItemFromPlayer = new NPCTakeItemAction(toControl); Action textBoxUpdate = new UpdateCurrentTextAction(toControl, "This is perfect! I will be playing melodies around town."); Action defaultTextUpdate = new UpdateDefaultTextAction(toControl, "There is nothing better than serenading under the sunlight"); CreateInstrumentReactions (toControl, takeItemFromPlayer, textBoxUpdate, defaultTextUpdate); //Add schedule action here _allChoiceReactions.Add(askAboutSon, new DispositionDependentReaction(curiousAboutSon)); _allChoiceReactions.Add(playMusicialInstrument, new DispositionDependentReaction(askToPlayMusic)); _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playHarp)); _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playFlute)); }
public DispleasedWithSon(NPC toControl, string currentDialogue) : base(toControl, currentDialogue) { toControl.SetCharacterPortrait(StringsNPC.Sad); toControl.ChangeFacialExpression(StringsNPC.Sad); playUnwantedInstrument.AddAction(new NPCCallbackAction(ClearAllChoices)); playUnwantedInstrument.AddAction(new UpdateCurrentTextAction(toControl, "Not now, maybe later.")); LikesThePlayerReactions(toControl); HatesThePlayerReactions(toControl); sayNothing.AddAction(new NPCCallbackAction(ActAsAMime)); _allChoiceReactions.Add (ambivalent, new DispositionDependentReaction(sayNothing)); _allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playUnwantedInstrument)); _allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playUnwantedInstrument)); }