protected override void Init() { Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (38f, -.7f, .3f), new MarkTaskDone(_toManage)))); // base of 1st floor stairs right Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); //Add(new Task(new MoveThenDoState(_toManage,(MapLocations._TopOfFirstFloorStairsRightYoung), new MarkTaskDone(_toManage)))); // top of 1st floor stairs right //Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (37.8f, 7.5f, .3f), new MarkTaskDone(_toManage)))); // top of 1st floor stairs right Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); //Add(new Task(new MoveThenDoState(_toManage, new Vector3 (45f, 7.4f, .3f), new MarkTaskDone(_toManage)))); // base of 2nd floor stairs right //Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, _toManage.player))); //Add(new Task(new MoveThenDoState(_toManage, new Vector3 (41f, 11f, .3f), new MarkTaskDone(_toManage)))); // middle of 2nd floor stairs //Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, _toManage.player))); //Add(new Task(new MoveThenDoState(_toManage, new Vector3 (46f, 16f, .3f), new MarkTaskDone(_toManage)))); // top of 2nd floor stairs //Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (55f, 15.5f, .3f), new MarkTaskDone(_toManage)))); // Reached Destination: Farmer family Add(new TimeTask(5f, new IdleState(_toManage))); Task setOffMarketFlag = new Task(new MoveThenDoState(_toManage, new Vector3 (54f, 15.5f, .3f), new MarkTaskDone(_toManage))); // at top staircase setOffMarketFlag.AddFlagToSet(FlagStrings.RunToMarket); Add(setOffMarketFlag); Add(new TimeTask(.2f, new IdleState(_toManage))); //Add(new Task(new MoveThenDoState(_toManage, new Vector3 (75, 16f, .3f), new MarkTaskDone(_toManage)))); //Add(new TimeTask(20f, new IdleState(_toManage))); }
protected override void Init() { Add(new TimeTask(.05f, new IdleState(_toManage))); Task activateStoryIntroPartOne = (new Task(new MoveThenDoState(_toManage, new Vector3(14f, Y_COORDINATE, .3f), new MarkTaskDone(_toManage)))); activateStoryIntroPartOne.AddFlagToSet(FlagStrings.oldSiblingIntroStoryOnePartOneFlag); Add(activateStoryIntroPartOne); Add(new TimeTask(3.5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3(24f, Y_COORDINATE, .3f), new MarkTaskDone(_toManage)))); //Task activateStoryIntroPartTwo = (new Task(new MoveThenDoState(_toManage, new Vector3(22f, Y_COORDINATE, .3f), new MarkTaskDone(_toManage)))); //activateStoryIntroPartTwo.AddFlagToSet(FlagStrings.oldSiblingIntroStoryOnePartTwoFlag); //Add(activateStoryIntroPartTwo); //Add(new TimeTask(3f, new IdleState(_toManage))); Add(new TimeTask(10f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player,2f))); Add(new Task(new MoveThenDoState(_toManage, new Vector3(30f, Y_COORDINATE, .3f), new MarkTaskDone(_toManage)))); Task siblingOldReachedCarpenterSonTask = new TimeTask(.05f, new IdleState(_toManage)); // at top staircase siblingOldReachedCarpenterSonTask.AddFlagToSet(FlagStrings.siblingOldReachedCarpenterSonFlag); Add(siblingOldReachedCarpenterSonTask); Add(new TimeTask(12.5f, new IdleState(_toManage))); Task siblingChatWithCarpenterPartOne = new Task(new MoveThenDoState(_toManage, new Vector3 (32f, Y_COORDINATE, .3f), new MarkTaskDone(_toManage))); // at top staircase siblingChatWithCarpenterPartOne.AddFlagToSet(FlagStrings.siblingOldGreetCarpenterSonOldPartOneFlag); Add(siblingChatWithCarpenterPartOne); Add(new TimeTask(6f, new IdleState(_toManage))); }
protected override void Init() { Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (51, -.05f, .3f), new MarkTaskDone(_toManage)))); // at top staircase Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (66, -7.6f, .3f), new MarkTaskDone(_toManage)))); // left side of beach Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (50, -7.5f, .3f), new MarkTaskDone(_toManage)))); // at base of stairs (beach) Add(new TimeTask(4f, new IdleState(_toManage))); //Add(new TimeTask(1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (74, -3.4f, .3f), new MarkTaskDone(_toManage)))); // Pier Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); //Add(new TimeTask(1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (66, -7.6f, .3f), new MarkTaskDone(_toManage)))); // left side of beach //Add(new TimeTask(1f, new IdleState(_toManage))); Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (57, -6.5f, .3f), new MarkTaskDone(_toManage)))); // at base staircase (beach) //Add(new TimeTask(1f, new IdleState(_toManage))); Add(new TimeTask(5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (58, -6.5f, .3f), new MarkTaskDone(_toManage)))); // at top staircase Add(new TimeTask(4f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Task setOffFarmerFlag = new Task(new MoveThenDoState(_toManage, new Vector3 (51, -.05f, .3f), new MarkTaskDone(_toManage))); // at top staircase setOffFarmerFlag.AddFlagToSet(FlagStrings.RunToFarmer); Add(setOffFarmerFlag); //Add(new TimeTask(1f, new IdleState(_toManage))); Add(new TimeTask(5f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); }
protected override void Init() { Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (0f, -1.8f, .3f), new MarkTaskDone(_toManage)))); Task setOffInTroubleFlagTask = new Task(new MoveThenDoState(_toManage, new Vector3 (0f, -1.8f, .3f), new MarkTaskDone(_toManage))); // at carpenter setOffInTroubleFlagTask.AddFlagToSet(FlagStrings.PostSiblingExplore); Add(setOffInTroubleFlagTask); Add(new TimeTask(.25f, new IdleState(_toManage))); }
protected override void Init() { Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (0, 7.5f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(5f, new IdleState(_toManage))); Task setOffReflectionTreeFlagTask = new Task(new MoveThenDoState(_toManage, new Vector3 (-2.5f, -11.5f, .3f), new MarkTaskDone(_toManage))); // at top staircase setOffReflectionTreeFlagTask.AddFlagToSet(FlagStrings.RunToReflectionTree); Add(setOffReflectionTreeFlagTask); Add(new TimeTask(1f, new IdleState(_toManage))); }
protected override void Init() { Add(new TimeTask(.2f, new IdleState(_toManage))); //or self-triggering Add(new Task(new MoveThenDoState(_toManage, new Vector3 (22.5f, 7.5f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(10f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new TimeTask(5f, new IdleState(_toManage))); Task setOffWindmillFlag = new Task((new MoveThenDoState(_toManage, new Vector3 (20.5f, 7.5f,.3f), new MarkTaskDone(_toManage)))); setOffWindmillFlag.AddFlagToSet(FlagStrings.RunToWindmill); Add(setOffWindmillFlag); Add(new TimeTask(.2f, new IdleState(_toManage))); }
protected override void Init() { Add(new TimeTask(.2f, new IdleState(_toManage))); //or self-triggering Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-24f, 18.2f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(10f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-40f, 18.2f, .3f), new MarkTaskDone(_toManage)))); Task setOffHomeFlagTask = new Task(new MoveThenDoState(_toManage, new Vector3 (-35f, 18.2f, .3f), new MarkTaskDone(_toManage))); setOffHomeFlagTask.AddFlagToSet(FlagStrings.RunToHome); Add(setOffHomeFlagTask); Add(new TimeTask(4f, new IdleState(_toManage))); }
protected override void Init() { //NPCManager.instance.RemoveInstanceFlag(""); AddFlagGroup(FlagStrings.StartedRace); Add(new TimeTask (2f, new IdleState(_toManage))); //or self-triggering Add(new TimeTask (180f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player, 1.75f))); //or self-triggering Add(new Task(new MoveThenDoState(_toManage, new Vector3 (12, .2f, 1f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.2f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (11.8f, .2f, 1f), new MarkTaskDone(_toManage)))); // at bridge Add(new TimeTask(10f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Task setOffCarpenterFlagTask = new Task(new MoveThenDoState(_toManage, new Vector3 (22f, .2f, 1f), new MarkTaskDone(_toManage))); // at carpenter setOffCarpenterFlagTask.AddFlagToSet(FlagStrings.RunToCarpenter); Add(setOffCarpenterFlagTask); Add(new TimeTask(.2f, new IdleState(_toManage))); //Add(new Task (new IdleState(_toManage))); }
protected override Schedule GetSchedule() { #region reactivate after debugging <&^&> // Schedule schedule = new Schedule(this, Schedule.priorityEnum.DoNow); schedule.Add(new TimeTask(1.25f, new IdleState(this))); Task oldSiblingMoveToBridge = new Task(new MoveThenDoState(this, new Vector3(2f,Y_COORDINATE, .3f), new MarkTaskDone(this))); oldSiblingMoveToBridge.AddFlagToSet(FlagStrings.oldSiblingIntroChatFlag); schedule.Add(oldSiblingMoveToBridge); schedule.Add(new TimeTask(5.5f, new IdleState(this))); return (schedule); // #endregion /* Schedule schedule = new Schedule(this, Schedule.priorityEnum.DoNow); schedule.Add(new TimeTask(1.25f, new IdleState(this))); Task oldSiblingMoveToBridge = new Task(new MoveThenDoState(this, new Vector3(2f,Y_COORDINATE, .3f), new MarkTaskDone(this))); oldSiblingMoveToBridge.AddFlagToSet(FlagStrings.oldSiblingIntroChatFlag); schedule.Add(oldSiblingMoveToBridge); schedule.Add(new TimeTask(.25f, new IdleState(this))); return (schedule); */ }
protected override void Init() { Add(new TimeTask(.2f, new IdleState(_toManage))); //or self-triggering //AddFlagGroup("startedRace"); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (12, .2f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.2f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (11.8f, .2f, .3f), new MarkTaskDone(_toManage)))); // at bridge Add(new TimeTask(10f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Task reachCarpenterTask = new Task(new MoveThenDoState(_toManage, new Vector3 (28, .2f, .3f), new MarkTaskDone(_toManage))); // at carpenter reachCarpenterTask.AddFlagToSet(FlagStrings.RunToCarpenter); Add(reachCarpenterTask); Add(new TimeTask(10f, new IdleState(_toManage))); //NPCManager.instance.getNPC(StringsNPC.CarpenterYoung); //Add(new Task(new ChangeEmotionState(_toManage,(SiblingYoung.EMOTIONSTATENAME); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (59, .2f, .3f), new MarkTaskDone(_toManage)))); // at base staircase Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (66, -7.6f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (70, -8f, .3f), new MarkTaskDone(_toManage)))); // at Beach Add(new TimeTask(8f, new IdleState(_toManage))); //PIER (79,-5.1) Add(new Task(new MoveThenDoState(_toManage, new Vector3 (66, -7.6f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (59, .2f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (47, -1f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (53, 5f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (50, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (55, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new WaitTillPlayerCloseState(_toManage, ref _toManage.player))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (63, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(15f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (75, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(20f, new IdleState(_toManage))); //runToLighthouse.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (28, .2f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (63, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (55, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(1.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (50, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (37, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (40, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (27, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (27.05f, 10f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.25f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-40, 16f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-49, 18f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(2f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-41, 25f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-48, 30f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-66, 29.5f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.25f, new IdleState(_toManage))); /* * runToHome.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-48, 30f, .3f), new MarkTaskDone(_toManage)))); runToHome.Add(new TimeTask(2f, new IdleState(_toManage))); runToHome.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-41, 25f, .3f), new MarkTaskDone(_toManage)))); runToHome.Add(new TimeTask(1f, new IdleState(_toManage))); runToHome.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-49, 18f, .3f), new MarkTaskDone(_toManage)))); runToHome.Add(new TimeTask(1f, new IdleState(_toManage))); runToHome.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-40, 16f, .3f), new MarkTaskDone(_toManage)))); runToHome.Add(new TimeTask(1.5f, new IdleState(_toManage))); runToHome.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-18, 6f, .3f), new MarkTaskDone(_toManage)))); */ /* runToCarpenter = new Schedule(_toManage, Schedule.priorityEnum.High); runToCarpenter.Add(new TimeTask(2, new IdleState(_toManage))); //runToCarpenter.Add(new Task(new MoveThenDoState(_toManage, NPCManager.instance.getNPC(StringsNPC.CarpenterYoung).transform.position, new MarkTaskDone(_toManage)))); runToCarpenter.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (5, .2f, .3f), new MarkTaskDone(_toManage)))); runToCarpenter.Add (new TimeTask(1f, new IdleState(_toManage))); runToCarpenter.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (4, .2f, .3f), new MarkTaskDone(_toManage)))); runToCarpenter.Add (new TimeTask(2f, new IdleState(_toManage))); runToCarpenter.Add(new Task(new MoveThenDoState(_toManage, new Vector3 (10, .2f, .3f), new MarkTaskDone(_toManage)))); //adding the ability to set flags would be nice //adding the ability to set emotion States on would be nice. (actions) runToCarpenter.SetCanChat(false); */ // Add(new TimeTask(1f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-5, -1.5f, .3f), new MarkTaskDone(_toManage)))); Add(new TimeTask(.5f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (-2, -1.5f, .3f), new MarkTaskDone(_toManage)))); // Add(new TimeTask(3f, new IdleState(_toManage))); Add(new Task(new MoveThenDoState(_toManage, new Vector3 (0, -1.5f, .3f), new MarkTaskDone(_toManage)))); }
protected override void SetUpSchedules() { greetSiblingOldSchedule = (new CarpenterSonOldGreetSibllingSchedule(this)); goToBeachSchedule = (new CarpenterSonOldToBeachScript(this)); talkWhileFishingSchedule = new Schedule(this, Schedule.priorityEnum.DoNow); talkWhileFishingSchedule.Add(new TimeTask(240f ,new WaitTillPlayerCloseState(this, ref this.player, 3f))); // Task a = new TimeTask(.05f, new IdleState(this)); a.AddFlagToSet(FlagStrings.elderCarpenterSonChat); talkWhileFishingSchedule.Add(a); talkWhileFishingSchedule.Add(new Task (new IdleState(this))); fishingSchedule = new Schedule(this, Schedule.priorityEnum.DoNow); fishingSchedule.Add(new TimeTask(240f ,new WaitTillPlayerCloseState(this, ref this.player, 3f))); // //fishingSchedule.Add(new Task(new AbstractAnimationState(this, currentWalkPose))); fishingSchedule.Add(new TimeTask(20f, new IdleState(this))); //-3.5 Task b = new Task(new MoveThenDoState(this, new Vector3(74f, -3.5f + (LevelManager.levelYOffSetFromCenter*2), -.5f),new MarkTaskDone(this))); b.AddFlagToSet(FlagStrings.elderCarpenterFishingTime); fishingSchedule.Add(b); fishingSchedule.Add(new Task(new AbstractAnimationState(this, currentFishingPose))); fishingSchedule.Add(new Task (new IdleState(this))); //talkWhileFishingSchedule }
protected override void SetUpSchedules() { float dateTime = 100; openningWaitingSchedule = new Schedule(this, Schedule.priorityEnum.DoNow); openningWaitingSchedule.Add(new TimeTask(200, new WaitTillPlayerCloseState(this, ref player))); Task postOpening = new TimeTask(.1f,new IdleState(this)); postOpening.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoStart); openningWaitingSchedule.Add(postOpening); backToFarmSchedule = new Schedule(this, Schedule.priorityEnum.DoNow); backToFarmSchedule.Add(new TimeTask(6f, new IdleState(this))); backToFarmSchedule.Add(new Task(new MoveThenDoState(this, startingPosition, new MarkTaskDone(this)))); ropeDownSchedule = new Schedule(this, Schedule.priorityEnum.High); ropeDownSchedule.Add(new TimeTask(30, new WaitTillPlayerGoneState(this, player))); Task setFlag = new Task( new MoveThenDoState(this, startingPosition, new MarkTaskDone(this))); setFlag.AddFlagToSet(FlagStrings.WaitingForDate); ropeDownSchedule.Add(setFlag); ropeDownSchedule.AddFlagGroup("a"); turnAround = new Schedule(this, Schedule.priorityEnum.DoNow); turnAround.Add(new Task(new MoveThenDoState(this, new Vector3(MapLocations.MiddleOfBeachMiddle.x+.1f, MapLocations.MiddleOfBeachMiddle.y, MapLocations.MiddleOfBeachMiddle.z), new MarkTaskDone(this)))); turnAround.AddFlagGroup("b"); /*postOpenningSchedule = new NPCConvoSchedule(this, NPCManager.instance.getNPC(StringsNPC.FarmerMotherMiddle), new MiddleFarmerMotherToLighthouseGirl(), Schedule.priorityEnum.DoConvo); postOpenningSchedule.SetCanNotInteractWithPlayer();*/ introConvo = new Schedule(this, Schedule.priorityEnum.DoNow); introConvo.Add(new Task (new MoveThenDoState(this, new Vector3(startingPosition.x-.01f, startingPosition.y, startingPosition.z), new MarkTaskDone(this)))); Task introConvoChatOne = new TimeTask(.1f,new IdleState(this)); introConvoChatOne.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoOne); introConvo.Add(introConvoChatOne); introConvo.Add(new TimeTask(4.3f, new IdleState(this))); Task introConvoChatTwo = new TimeTask(.1f,new IdleState(this)); introConvoChatTwo.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoTwo); introConvo.Add(introConvoChatTwo); introConvo.Add(new TimeTask(5.3f, new IdleState(this))); Task introConvoChatThree = new TimeTask(.1f,new IdleState(this)); introConvoChatThree.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoThree); introConvo.Add(introConvoChatThree); introConvo.Add(new TimeTask(4.3f, new IdleState(this))); Task introConvoChatFour = new TimeTask(.1f,new IdleState(this)); introConvoChatFour.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoFour); introConvo.Add(introConvoChatFour); introConvo.Add(new TimeTask(6.3f, new IdleState(this))); Task introConvoChatFive = new TimeTask(.1f,new IdleState(this)); introConvoChatFive.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoFive); introConvo.Add(introConvoChatFive); introConvo.Add(new TimeTask(2.3f, new IdleState(this))); Task introConvoChatSix = new TimeTask(.1f,new IdleState(this)); introConvoChatSix.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoSix); introConvo.Add(introConvoChatSix); introConvo.Add(new TimeTask(5.3f, new IdleState(this))); Task introConvoChatSeven = new TimeTask(.1f,new IdleState(this)); introConvoChatSeven.AddFlagToSet(FarmerFamilyFlagStrings.IntroConvoSeven); introConvo.Add(introConvoChatSeven); introConvo.Add(new TimeTask(2f, new IdleState(this))); introConvo.SetCanInteract(false); #region castleMarriage castleMarriage = new Schedule(this, Schedule.priorityEnum.DoNow); Task castleMarriageChatOne = new TimeTask(.1f,new IdleState(this)); castleMarriageChatOne.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageOne); castleMarriage.Add(castleMarriageChatOne); castleMarriage.Add(new TimeTask(5f, new IdleState(this))); castleMarriage.Add(new Task(new MoveThenDoState(this, new Vector3(startingPosition.x - 1, startingPosition.y, startingPosition.z), new MarkTaskDone(this)))); castleMarriage.Add(new TimeTask(5.3f, new IdleState(this))); Task castleMarriageChatTwo = new TimeTask(.1f,new IdleState(this)); castleMarriageChatTwo.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageTwo); castleMarriage.Add(castleMarriageChatTwo); castleMarriage.Add(new TimeTask(7.3f, new IdleState(this))); Task castleMarriageChatThree = new TimeTask(.1f,new IdleState(this)); castleMarriageChatThree.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageThree); castleMarriage.Add(castleMarriageChatThree); castleMarriage.Add(new TimeTask(2.3f, new IdleState(this))); Task castleMarriageChatFour = new TimeTask(.1f,new IdleState(this)); castleMarriageChatFour.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageFour); castleMarriage.Add(castleMarriageChatFour); castleMarriage.Add(new TimeTask(5.3f, new IdleState(this))); Task castleMarriageChatFive = new TimeTask(.1f,new IdleState(this)); castleMarriageChatFive.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageFive); castleMarriage.Add(castleMarriageChatFive); castleMarriage.Add(new TimeTask(3.3f, new IdleState(this))); Task castleMarriageChatSix = new TimeTask(.1f,new IdleState(this)); castleMarriageChatSix.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageSix); castleMarriage.Add(castleMarriageChatSix); castleMarriage.Add(new TimeTask(6.3f, new IdleState(this))); Task castleMarriageChatSeven = new TimeTask(.1f,new IdleState(this)); castleMarriageChatSeven.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageSeven); castleMarriage.Add(castleMarriageChatSeven); castleMarriage.Add(new TimeTask(3.3f, new IdleState(this))); Task castleMarriageChatEight = new TimeTask(.1f,new IdleState(this)); castleMarriageChatEight.AddFlagToSet(FarmerFamilyFlagStrings.GirlCastleMarriageEight); castleMarriage.Add(castleMarriageChatEight); castleMarriage.Add(new TimeTask(2f, new IdleState(this))); castleMarriage.Add(new Task(new MoveThenDoState(this, new Vector3(startingPosition.x + 2, startingPosition.y, startingPosition.z), new MarkTaskDone(this)))); castleMarriage.SetCanInteract(false); #endregion girlEnd = new Schedule(this, Schedule.priorityEnum.DoNow); girlEnd.Add(new TimeTask(88.5f, new IdleState(this))); girlEnd.SetCanInteract(false); }
//Schedule IdleSchedule; protected override void SetUpSchedules() { startingPosition = transform.position; startingPosition.y += LevelManager.levelYOffSetFromCenter; #region PathOne //Schedule for the Default path moveToWindmill = new Schedule(this, Schedule.priorityEnum.Low); moveToWindmill.Add (new Task(new MoveThenMarkDoneState(this, MapLocations.WindmillMiddle, "Somber Walk", 2f))); moveToWindmill.Add (new TimeTask(100f, new AbstractAnimationState(this, "Hammer", false, false))); moveToWindmill.Add (new Task(new MoveThenMarkDoneState(this, startingPosition))); #endregion #region FishingPath TeleportToStartConvo = new Schedule (this, Schedule.priorityEnum.DoNow); TeleportToStartConvo.Add(new TimeTask(300f, new WaitTillPlayerCloseState(this, ref player))); //TeleportToStartConvo.Add(new Task (new MoveThenMarkDoneState(this, this.gameObject.transform.position))); Task StartFishingStuff = new TimeTask(0f, new IdleState(this)); StartFishingStuff.AddFlagToSet(FlagStrings.FishingConversation); TeleportToStartConvo.Add(StartFishingStuff); MoveToPierToFish = new Schedule(this, Schedule.priorityEnum.DoNow); MoveToPierToFish.Add(new Task(new MoveThenMarkDoneState(this, MapLocations.BaseOfPierMiddle))); MoveToPierToFish.Add(new TimeTask(100f, new AbstractAnimationState(this, "Fishing", true, true))); Task SetOffConversationWithSeaCaptain = new TimeTask(0f, new IdleState(this)); SetOffConversationWithSeaCaptain.AddFlagToSet(FlagStrings.StartConversationWithSeaCaptainAboutBuildingShip); MoveToPierToFish.Add(SetOffConversationWithSeaCaptain); AfterSeaCaptainTalk = new Schedule (this, Schedule.priorityEnum.DoNow); AfterSeaCaptainTalk.Add(new Task(new MoveThenMarkDoneState(this, MapLocations.MiddleOfBeachMiddle))); Task SetOffAfterSeaCaptain = new TimeTask(100f, new AbstractAnimationState(this, "Whittle")); SetOffAfterSeaCaptain.AddFlagToSet(FlagStrings.StartProudOfSonConversation); Task CarpenterSonTransitionToFisherman = new Task(new IdleState(this)); CarpenterSonTransitionToFisherman.AddFlagToSet(FlagStrings.carpenterSonBecomesFisherman); AfterSeaCaptainTalk.Add(SetOffAfterSeaCaptain); EndState = new Schedule(this, Schedule.priorityEnum.High); EndState.Add(new TimeTask(10000f, new IdleState(this))); #endregion #region CarpentryPath StartCarpentry = new Schedule (this, Schedule.priorityEnum.High); StartCarpentry.Add(new TimeTask(300f, new WaitTillPlayerCloseState(this, ref player))); //TeleportToStartConvo.Add(new Task (new MoveThenMarkDoneState(this, this.gameObject.transform.position))); Task StartCarpentryStuff = new TimeTask(0f, new IdleState(this)); StartCarpentryStuff.AddFlagToSet(FlagStrings.IntroConvoCarpentry); StartCarpentry.Add(StartCarpentryStuff); DoNothingSchedule = new Schedule(this, Schedule.priorityEnum.High); DoNothingSchedule.Add(new TimeTask(10000f, new IdleState(this))); WhittleStuff = new Schedule(this, Schedule.priorityEnum.High); TimeTask WhittlingAHarp = new TimeTask(30f, new AbstractAnimationState(this, "Whittle")); WhittlingAHarp.AddFlagToSet(FlagStrings.BuiltRockingChairTalk); WhittleStuff.Add(WhittlingAHarp); #endregion //Schedule for something stormOffSchedule = new Schedule(this,Schedule.priorityEnum.DoNow); stormOffSchedule.Add(new Task(new MoveThenMarkDoneState(this, MapLocations.BaseOfPierMiddle))); stormOffSchedule.Add(new TimeTask(2.0f, new IdleState(this))); //Will replace with working on windmill stormOffSchedule.Add(new Task(new MoveThenMarkDoneState(this, MapLocations.BaseOfPierMiddle))); AfterConversationCarpentery = new Schedule(this, Schedule.priorityEnum.High); AfterConversationCarpentery.Add(new TimeTask(10000f, new IdleState(this))); #region NPCConvoSchedules #endregion #region carpenterDate moveBack = new Schedule(this, Schedule.priorityEnum.High); moveBack.Add(new Task(new MoveThenDoState(this, startingPosition, new MarkTaskDone(this)))); moveToBeach = new Schedule(this, Schedule.priorityEnum.DoNow); moveToBeach.Add(new Task(new MoveThenDoState(this, new Vector3(MapLocations.MiddleOfBeachMiddle.x+1.5f, MapLocations.MiddleOfBeachMiddle.y, MapLocations.MiddleOfBeachMiddle.z), new MarkTaskDone(this)))); Task reachedBeach = new TimeTask(.1f,new IdleState(this)); reachedBeach.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateOne); moveToBeach.Add(reachedBeach); moveToBeach.Add(new TimeTask(5.3f, new IdleState(this))); Task reachedBeachTwo = new TimeTask(.1f,new IdleState(this)); reachedBeachTwo.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateTwo); moveToBeach.Add(reachedBeachTwo); moveToBeach.Add(new TimeTask(7.3f, new IdleState(this))); Task reachedBeachThree = new TimeTask(.1f,new IdleState(this)); reachedBeachThree.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateThree); moveToBeach.Add(reachedBeachThree); moveToBeach.Add(new TimeTask(3.3f, new IdleState(this))); Task reachedBeachFour = new TimeTask(.1f,new IdleState(this)); reachedBeachFour.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateFour); moveToBeach.Add(reachedBeachFour); moveToBeach.Add(new TimeTask(6.3f, new IdleState(this))); Task reachedBeachFive = new TimeTask(.1f,new IdleState(this)); reachedBeachFive.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateFive); moveToBeach.Add(reachedBeachFive); moveToBeach.Add(new TimeTask(2.3f, new IdleState(this))); Task reachedBeachSix = new TimeTask(.1f,new IdleState(this)); reachedBeachSix.AddFlagToSet(FarmerFamilyFlagStrings.GirlCarpenterDateSix); moveToBeach.Add(reachedBeachSix); moveToBeach.Add(new TimeTask(6f, new IdleState(this))); Task reachedBeachEnd = new TimeTask(.1f,new IdleState(this)); reachedBeachEnd.AddFlagToSet(FlagStrings.EndOfDate); moveToBeach.Add(reachedBeachEnd); moveToBeach.Add(new TimeTask(3f, new IdleState(this))); moveToBeach.SetCanInteract(false); #endregion }