private void Start() { npcMood = new NpcMood(); npcDialogue = new NpcDialogueTest(); dialogueStorage = new Dialogue(dialoguePath); dialogueStorage.ActiveTreeID = "tree_1"; dialogueStorage.activeTree.InitializeDialogueTree(); DialogueRunner.DialogueEventIndicated += OnDialogueIndicatorEvent; }
/// <summary> /// Gets the mood string for the given mood. /// </summary> /// <param name="mood">The mood.</param> /// <returns></returns> public virtual string GetMoodString(NpcMood mood) { string moodStr; switch (mood) { case NpcMood.VeryStressed: moodStr = Localization.Get("(<npcname/> is giving me and impression that I am interruping something.)"); break; case NpcMood.Stressed: moodStr = Localization.Get("(<npcname/> is giving me a look that it may be better to stop this conversation.)"); break; case NpcMood.BestFriends: moodStr = Localization.Get("(<npcname/> is smiling at me as if we've known each other for years.)"); break; case NpcMood.Friends: moodStr = Localization.Get("(<npcname/> is really giving me a friendly vibe.)"); break; case NpcMood.Hates: moodStr = this.Rnd( Localization.Get("(<npcname/> is looking at me like they don't want to see me.)"), Localization.Get("(<npcname/> obviously hates me.)") ); break; case NpcMood.ReallyDislikes: moodStr = Localization.Get("(<npcname/> is looking at me with obvious disgust.)"); break; case NpcMood.Dislikes: moodStr = Localization.Get("(<npcname/> looks like it's a bit unpleasent that I'm here.)"); break; case NpcMood.Likes: moodStr = Localization.Get("(<npcname/> is looking at me with great interest.)"); break; case NpcMood.ReallyLikes: moodStr = Localization.Get("(<npcname/> is giving me a friendly smile.)"); break; case NpcMood.Love: moodStr = Localization.Get("(<npcname/> is giving me a welcome look.)"); break; default: moodStr = this.Rnd( Localization.Get("(<npcname/> is looking at me.)"), Localization.Get("(<npcname/> is looking in my direction.)"), Localization.Get("(<npcname/> is waiting for me to says something.)"), Localization.Get("(<npcname/> is paying attention to me.)") ); break; } // (<npcname/> is slowly looking me over.) return moodStr; }