public static void Play_Tank_AfterJoin() { // After Defeating the Tank, Tank Joins team UIBlack.Show(); OvermapHandler.StopOvermapRunning(); Character playerCharacter = GameData.GetCharacter(Character.Type.Player); Character tankCharacter = GameData.GetCharacter(Character.Type.Tank); Dialogue dialogue = Dialogue.GetInstance(); dialogue.SetDialogueActions(new List <Action>() { () => { dialogue.Show(); dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, true); dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player)); dialogue.ShowRightCharacter(GameAssets.i.s_TankPortrait, false); dialogue.ShowRightCharacterName("???"); dialogue.ShowRightText("Ok ok you win!"); }, () => { dialogue.ShowRightText("You are such a strong Warrior, my apologies for doubting you"); }, () => { dialogue.ShowLeftActiveTalkerHideRight("That's okay, you're quite strong yourself!"); }, () => { dialogue.ShowRightActiveTalkerHideLeft("Please allow me to redeem myself by joining you on your quest to defeat the Evil Monster!"); }, () => { dialogue.ShowLeftActiveTalkerHideRight("Sure, help is always needed, my name is " + playerCharacter.name); }, () => { dialogue.ShowRightActiveTalkerHideLeft("And I'm..."); }, () => { dialogue.Hide(); Window_PickName.ShowAvailableNames((string selectedName) => { tankCharacter.name = selectedName; dialogue.Show(); dialogue.PlayNextAction(); }); }, () => { dialogue.ShowRightActiveTalkerHideLeft("I'm " + tankCharacter.name); dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Tank)); }, () => { dialogue.ShowRightText("Oh hey and this is my buddy Sleezer!"); }, () => { dialogue.ShowRightText("He goes everywhere with me"); }, () => { dialogue.ShowRightText("He's a bit of a goofball but he's good company"); }, () => { dialogue.ShowRightCharacter(GameAssets.i.s_SleezerPortrait, false); dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Sleezer)); //dialogue.ShowRightCharacterName("???"); dialogue.ShowRightText("Hihihi that's me!"); }, () => { dialogue.ShowLeftActiveTalkerHideRight("Oh Sleezer! You're adorable!"); }, () => { dialogue.ShowLeftText("Alright, onwards on our Quest!"); }, () => { dialogue.Hide(); UIBlack.Hide(); OvermapHandler.StartOvermapRunning(); GameData.state = GameData.State.GoingToTownCenter; Window_QuestPointer.Create(GameAssets.i.Map.Find("townCenter").position, Color.white, Color.white); }, }, true); }
public static void Play_Start() { OvermapHandler.StopOvermapRunning(); UIBlack.Show(); Character playerCharacter = GameData.GetCharacter(Character.Type.Player); Dialogue dialogue = Dialogue.GetInstance(); dialogue.SetDialogueActions(new List <Action>() { () => { dialogue.Show(); dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, false); dialogue.ShowLeftText("What happened?"); dialogue.ShowLeftCharacterName("???"); dialogue.HideRightCharacter(); dialogue.HideRightText(); dialogue.HideRightCharacterName(); }, () => { dialogue.ShowLeftText("What was I doing?"); }, () => { dialogue.ShowLeftText("Oh right, I was going to defeat the Evil Monster in the Evil Castle"); }, () => { dialogue.ShowLeftText("What was my name again?"); }, () => { dialogue.Hide(); Window_KeyContinue.Hide_Static(); Window_PickName.ShowAvailableNames((string selectedName) => { playerCharacter.name = selectedName; dialogue.Show(); dialogue.PlayNextAction(); }); }, () => { dialogue.ShowLeftText("Oh that's right, I'm " + playerCharacter.name); dialogue.ShowLeftCharacterName(playerCharacter.name); }, () => { dialogue.ShowLeftText("Alright let's go!"); }, () => { dialogue.Hide(); UIBlack.Hide(); OvermapHandler.StartOvermapRunning(); //GameData.state = GameData.State.GoingToTownCenter; }, }, true); }
public static void Play_SurvivedTavernAmbush() { // Healer after Tavern ambush UIBlack.Show(); OvermapHandler.StopOvermapRunning(); Dialogue dialogue = Dialogue.GetInstance(); Character healerCharacter = GameData.GetCharacter(Character.Type.Healer); dialogue.SetDialogueActions(new List <Action>() { () => { dialogue.Show(); dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, true); dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player)); dialogue.HideLeftText(); dialogue.ShowRightCharacter(GameAssets.i.s_HealerPortrait, false); dialogue.ShowRightCharacterName("???"); dialogue.ShowRightText("You've saved us all!"); }, () => { dialogue.ShowRightText("Oh no, you're hurt, let me help you"); }, () => { UIBlack.Hide(); dialogue.Hide(); // Player Heal FunctionTimer.Create(() => { OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).Heal(200); OvermapHandler.GetInstance().GetPlayer().Heal(200); }, .2f); FunctionTimer.Create(() => { /* * Character uniqueCharacter = GameData.GetCharacter(Character.Type.Player); * uniqueCharacter.stats.health = uniqueCharacter.stats.healthMax; * uniqueCharacter = GameData.GetCharacter(Character.Type.Tank); * uniqueCharacter.stats.health = uniqueCharacter.stats.healthMax; */ UIBlack.Show(); dialogue.Show(); dialogue.ShowRightText("You look like a strong warrior on a dangerous quest, need help?"); }, .5f); }, () => { dialogue.ShowLeftActiveTalkerHideRight("Sure thing, the path will be dangerous so it will be nice to have a healer"); }, () => { dialogue.ShowLeftText("What to they call you?"); }, () => { dialogue.ShowRightActiveTalkerHideLeft("My name is..."); }, () => { dialogue.Hide(); Window_PickName.ShowAvailableNames((string selectedName) => { healerCharacter.name = selectedName; dialogue.Show(); dialogue.PlayNextAction(); }); }, () => { dialogue.ShowRightText("My name is " + healerCharacter.name); dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Healer)); }, () => { dialogue.ShowLeftActiveTalkerHideRight("Nice to meet you " + healerCharacter.name); }, () => { dialogue.ShowRightActiveTalkerHideLeft("We should pick up some supplies before we go"); }, () => { dialogue.ShowLeftActiveTalkerHideRight("Alright, let's go"); }, () => { GameData.state = GameData.State.HealerJoined; healerCharacter.isInPlayerTeam = true; healerCharacter.subType = Character.SubType.Healer_Friendly; OvermapHandler.SaveAllCharacterPositions(); Loader.Load(Loader.Scene.GameScene); }, }, true); }