Commit 11eec764 authored by mmaluschnig's avatar mmaluschnig
Browse files

added a level number to character dialogue box and looped background music on the miniames

parent 1a1dea1d
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......
......@@ -852,7 +852,7 @@ AudioSource:
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m_Volume: 0.69
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Loop: 1
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......
......@@ -996,7 +996,7 @@ AudioSource:
m_PlayOnAwake: 1
m_Volume: 0.69
m_Pitch: 1
Loop: 0
Loop: 1
Mute: 0
Spatialize: 0
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......
......@@ -862,7 +862,7 @@ AudioSource:
m_PlayOnAwake: 1
m_Volume: 0.68
m_Pitch: 1
Loop: 0
Loop: 1
Mute: 0
Spatialize: 0
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......
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......
......@@ -12,8 +12,9 @@ public class CharacterInteractions : MonoBehaviour {
private Text speechBox;
private GameObject faceCamDisplay;
private Image LevelMeter;
private Text relationshipLevelText;
private InputField inputName;
private string currentSpeech;
//private string currentSpeech; //unused
//character response stuff
private Image responsePanel;
public Button[] playerResponses;
......@@ -44,6 +45,7 @@ public class CharacterInteractions : MonoBehaviour {
speechBox = GameObject.FindWithTag("CharacterSpeech").GetComponent<Text>();
LevelMeter = GameObject.FindWithTag("LevelMeter").GetComponent<Image>();
inputName = GameObject.FindWithTag("playerInput").GetComponent<InputField>();
relationshipLevelText = GameObject.FindWithTag("TutorialBlock").GetComponent<Text>();
}
private void Start() {
......@@ -173,8 +175,15 @@ public class CharacterInteractions : MonoBehaviour {
DialogueUI.gameObject.SetActive(true);
updateFaceCamDisplay();
box.text = text;
currentSpeech = text;
//currentSpeech = text; //unused
LevelMeter.fillAmount = characterScript.getLevel() % 1;
float level = GameManager.getLevel(characterScript.getName());
if (level >= 4)
{
relationshipLevelText.text = "MAX";
}else{
relationshipLevelText.text = ((int)level).ToString();
}
//print(text);
//setting player reply options
for (int i = 0; i < playerResponses.Length; i++) {
......
......@@ -56,7 +56,7 @@ public class CharacterMovement : MonoBehaviour {
}
void checkNearbyPlayers(){
CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();
//CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>(); //never used
Collider2D[] foundPlayers = new Collider2D[1];
if (thisCollider.OverlapCollider(filter, foundPlayers) > 0)
{
......
......@@ -8,7 +8,7 @@ public class DaytimeManager : MonoBehaviour {
public static float groundLevel = -4;
private bool pauseMenuActive = false;
//private bool pauseMenuActive = false; //unused
public GameObject Ahava;
public static bool enteringName;
......
......@@ -8,7 +8,7 @@ public class IntroTent : MonoBehaviour {
private BoxCollider2D thisCollider;
public GameObject player;
public GameObject faceCamDisplay;
private float speechBoxTimer;
//private float speechBoxTimer; // unused
public Text box;
private GameObject DialogueUI;
private GameObject response;
......@@ -24,13 +24,13 @@ public class IntroTent : MonoBehaviour {
// Update is called once per frame
void Update()
{
CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();
//CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>(); //unused
Collider2D[] foundPlayers = new Collider2D[1];
if (thisCollider.OverlapCollider(filter, foundPlayers) > 0)
{
{
//speechBoxTimer = Time.time + uptime;
speechBoxTimer = Mathf.Infinity;
//speechBoxTimer = Mathf.Infinity; //unused
DialogueUI.gameObject.SetActive(true);
faceCamDisplay.SetActive(true);
updateFaceCamDisplay();
......
......@@ -60,7 +60,7 @@ public class PaperInteract : MonoBehaviour {
void checkNearbyPlayers()
{
CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();
//CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();//unused
Collider2D[] foundPlayers = new Collider2D[1];
if (thisCollider.OverlapCollider(filter, foundPlayers) > 0)
{
......
......@@ -32,7 +32,7 @@ public class TentInteractoins : MonoBehaviour {
}
private void checkNearbyPlayers() {
CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();
//CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>(); //unused
Collider2D[] foundPlayers = new Collider2D[1];
if (thisCollider.OverlapCollider(filter, foundPlayers) > 0) {
if (!interactable) {
......
......@@ -39,7 +39,7 @@ public class TentIntroInteractions : MonoBehaviour {
private void checkNearbyPlayers()
{
CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>();
//CapsuleCollider2D playerCol = player.GetComponent<CapsuleCollider2D>(); //unused
Collider2D[] foundPlayers = new Collider2D[1];
if (thisCollider.OverlapCollider(filter, foundPlayers) > 0)
{
......
......@@ -64,7 +64,7 @@ public class MimeMime : MonoBehaviour {
public static void MissHit(Key key)
{
int addScore = (int)(key.points * FindObjectOfType<SpawnKeys>().playSpeed);
//int addScore = (int)(key.points * FindObjectOfType<SpawnKeys>().playSpeed); //unused
misses++;
badCount++;
Combo /= 2;
......
......@@ -112,7 +112,7 @@ public class PieManager : MonoBehaviour {
private void startTutorial() {
exitText.gameObject.SetActive(false);
exitTime = Mathf.Infinity;
PieTarget[] targets = FindObjectsOfType<PieTarget>();
//PieTarget[] targets = FindObjectsOfType<PieTarget>(); //unused
numTargets = 3;
......
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m_EditorVersion: 2018.2.12f1
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