private IEnumerator Talk() { yield return(null); sceneEventSystem.DirectMode(); sceneEventSystem.SpeechBubbles(gameObject, "선생님?!!", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "그래, 선생님이야..", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(gameObject, "선생님!!!!", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "아이구, 너무 달라붙지 말렴.. 선생님이 지금 몸 상태가…", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "아무튼 금방 구해줄게. 조금만 참으렴.", 2); yield return(new WaitForSeconds(1.0f)); sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true; sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>()); Destroy(gameObject); sceneEventSystem.DirectMode(); gameObject.layer = 8; }
public void BehaviorByInteraction(GameObject player) { if (!sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild) { sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "무서웠지? 금방 구해줄게", 2); sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true; gameObject.SetActive(false); sceneEventSystem.SaveStudent(player.GetComponent <PlayerInput>()); } else { sceneEventSystem.SpeechBubbles(sceneEventSystem.Player.gameObject, "데리고 있는 아이를 구출한 후에 다시 구하러 올게!", 2); } }
private IEnumerator Talk() { switch (interactionNum) { case 0: gameObject.layer = 0; sceneEventSystem.DirectMode(); Camera.main.GetComponent <CameraMove>().SetTarget(gameObject); yield return(new WaitForSeconds(0.5f)); sceneEventSystem.SpeechBubbles(gameObject, "…?!", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "쉿. 괜찮아. 선생님이 구하러 왔어.", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(gameObject, "선생님… 저기에…", 2); yield return(new WaitForSeconds(2.0f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "응, 선생님도 봤어. 조금만 기다려. 금방 구해줄게.", 2); GameObject.Find("UnstableBookshelf").gameObject.layer = 8; Camera.main.GetComponent <CameraMove>().SetTarget(sceneEventSystem.Player); sceneEventSystem.DirectMode(); interactionNum++; gameObject.layer = 8; break; case 1: if (GameObject.Find("UnstableBookshelf").GetComponent <UnstableBook>().IsInteractWithBookshelf) { gameObject.layer = 0; sceneEventSystem.DirectMode(); Camera.main.GetComponent <CameraMove>().SetTarget(gameObject); yield return(new WaitForSeconds(0.5f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "☆☆아, 선생님이 좋은 생각이 떠올랐어.\n내가 신호를 주면 소리를 질러 저 좀비를 유인할 수 있겠니 ?", 3); yield return(new WaitForSeconds(3.0f)); sceneEventSystem.SpeechBubbles(gameObject, "…네?", 1.5f); yield return(new WaitForSeconds(1.5f)); sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "무서울 거라는 거 알아. 그래도 선생님을 한번 믿어봐.\n반드시 구해줄게.", 2); yield return(new WaitForSeconds(2)); sceneEventSystem.SpeechBubbles(gameObject, "…네. 알겠어요.", 1.5f); yield return(new WaitForSeconds(1.5f)); GameObject.Find("3F").GetComponent <ThirdFloor>().ActiveSignalButton(); Camera.main.GetComponent <CameraMove>().SetTarget(sceneEventSystem.Player); sceneEventSystem.DirectMode(); interactionNum++; gameObject.layer = 8; } else { sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "방법을 찾아보자.", 1.5f); } break; case 2: if (IsZombieDead) { sceneEventSystem.SpeechBubbles(sceneEventSystem.Player, "잘 했어. 이제 나가자.", 2); sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>()); GameObject.Find("3F").GetComponent <ThirdFloor>().StopMonitoring(); sceneEventSystem.ToBeSavedKid = name; sceneEventSystem.Player.GetComponent <PlayerProperty>().IsWithchild = true; sceneEventSystem.SaveStudent(sceneEventSystem.Player.GetComponent <PlayerInput>()); Destroy(gameObject); } break; default: break; } }