Commit 224ba882 authored by mmaluschnig's avatar mmaluschnig
Browse files

Just in case something goes terribly wrong.

parent 11eec764
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......
......@@ -57,7 +57,7 @@ public class CharacterInteractions : MonoBehaviour {
}
private IEnumerator checkLevelUp() {
yield return new WaitForSeconds(0.1f);
yield return new WaitForSeconds(0.01f);
LevelUpImage.gameObject.SetActive(GameManager.hasLeveledUp(characterScript.getName()));
/*if (characterScript.getName() != "Ahava"){
LevelUpImage.gameObject.SetActive(false);
......@@ -82,6 +82,8 @@ public class CharacterInteractions : MonoBehaviour {
}else{
LevelUpImage.gameObject.SetActive(false);
}
} else if(GameManager.ConversationStage == 1){
LevelUpImage.gameObject.SetActive(!GameManager.HasTalkedToAhava);
}
//do things while the player is in range of the character
if (interactable)
......@@ -254,8 +256,13 @@ public class CharacterInteractions : MonoBehaviour {
//stage 1, ahava asks player for name
if (characterScript.getName() == "Ahava" && GameManager.ConversationStage == 1)
{
askPlayerForName();
//forgive me senpai, for I have sinned.
if (GameManager.speechState == 7)
{
DaytimeManager.enteringName = true;
}
setText(speechBox, characterScript.converse(), Mathf.Infinity, characterScript.getResponses());
askPlayerForName();
}
else
{
......@@ -272,9 +279,8 @@ public class CharacterInteractions : MonoBehaviour {
}
private bool askPlayerForName() {
if (GameManager.speechState == 7) {
if (GameManager.speechState == 6) {
//create input field for player name
DaytimeManager.enteringName = true;
inputName.gameObject.SetActive(true);
inputName.ActivateInputField();
return true;
......
......@@ -35,7 +35,7 @@ public class AhavaSpeech : MonoBehaviour, Character {
return "Hey there, hotshot";
} else if (GameManager.ConversationStage == 4) {
currentResponses = new string[] { "Give her one of Simon's patented bear hugs", "What's the matter?", "Try not to notice"};
currentResponses = new string[] { "Give her one of Simon's bear hugs", "What's the matter?", "Try not to notice"};
return "*Seems to be crying*";
}
......@@ -68,10 +68,14 @@ public class AhavaSpeech : MonoBehaviour, Character {
}
public string converse() {
if (conversation.Count > 0) {
if (conversation.Count > 1) {
GameManager.speechState = conversation.Count;
currentResponses = responseQueue.Dequeue();
return conversation.Dequeue();
} else if(conversation.Count == 1){
GameManager.HasTalkedToAhava = true;
currentResponses = responseQueue.Dequeue();
return conversation.Dequeue();
} else {
GameManager.HasTalkedToAhava = true;
return nothingMoreToSay();
......@@ -81,11 +85,14 @@ public class AhavaSpeech : MonoBehaviour, Character {
private void loadConversation() {
conversation.Clear();
responseQueue.Clear();
GameManager.speechState = 0;
if(GameManager.ConversationStage == 1) {
if (GameManager.ConversationStage == 1) {
conversationStage1();
}else if(GameManager.ConversationStage == 2) {
}
else if(GameManager.ConversationStage == 2) {
conversationStage2();
} else if (GameManager.ConversationStage == 3) {
......@@ -189,7 +196,7 @@ public class AhavaSpeech : MonoBehaviour, Character {
conversation.Enqueue("Can I tell you a secret?");
responseQueue.Enqueue(new string[] { "yes", "yes", "YES but in capitals" });
conversation.Enqueue("This beard isn't mine, it's Simon's... well... that's all you need to know");
conversation.Enqueue("This beard isn't mine, it's Simon's... ...well... that's all you need to know");
responseQueue.Enqueue(new string[] { "I'm sure you're still beautiful without it", "Is that what that bald patch is?", "I don't like where this is going" });
conversation.Enqueue("Here, take this, it's dangerous to go alone");
......
......@@ -172,7 +172,7 @@ public class JohnSmithSpeech : MonoBehaviour, Character {
conversation.Enqueue("An accountant asks a trapeze artist what is their net worth. The trapeze artist says 'Every penny'");
responseQueue.Enqueue(new string[] { "If I had a penny for every time I heard that", "*Chuckles slightly*", "That was terrible" });
conversation.Enqueue("HAHAHAHAHHAHAAHAHA/n" + " You feel like he took your rejection well");
conversation.Enqueue("HAHAHAHAHHAHAAHAHA\n" + " You feel like he took your rejection well");
responseQueue.Enqueue(new string[] { "HAHAHAHAHAH", "Try to back away", "Are you okay?" });
conversation.Enqueue("It's cool having you around, kid. Looking forward to seeing you in the tent");
......@@ -186,16 +186,16 @@ public class JohnSmithSpeech : MonoBehaviour, Character {
conversation.Enqueue("Like...do you think it's fun?");
responseQueue.Enqueue(new string[] { "Absolutely! It's the best part of the circus", "It's pretty good", "It's okay, I guess" });
conversation.Enqueue("Glad to hear it! I just worry that people don't like it: it's not as showy as Simon's stuff and doesn't have Silas' catchy tunes");
conversation.Enqueue("Glad to hear it! I worry that people don't like it: it's not as showy as Simon's stuff and doesn't have Silas' catchy tunes");
responseQueue.Enqueue(new string[] { "Who needs that other stuff?", "Throwing pies is kinda cathartic...", "To be honest, I like getting my dance on" });
conversation.Enqueue("There's something so much more...primal and natural about trapezing, don't you think?");
conversation.Enqueue("There's something so much more... primal and natural about trapezing, don't you think?");
responseQueue.Enqueue(new string[] { "I'm not sure...", "Huh?", "What?" });
conversation.Enqueue("It's like we're monkies again! Swinging from branch to branch, tree to tree");
conversation.Enqueue("It's like we're monkeys again! Swinging from branch to branch, tree to tree");
responseQueue.Enqueue(new string[] { "Oh! That's true!", "I'd rather keep my feet on the ground", "I'm not into 'primal'" });
conversation.Enqueue("Maybe it would be better if we were monkies again, no talking about people behind their backs...");
conversation.Enqueue("Maybe it would be better if we were monkeys again, no talking about people behind their backs...");
responseQueue.Enqueue(new string[] { "You might have a point there", "Are you implying something?", "I'd miss my creature comforts" });
conversation.Enqueue("Anyway, I should probably get to rigging the platforms up for tonight");
......@@ -234,6 +234,6 @@ public class JohnSmithSpeech : MonoBehaviour, Character {
responseQueue.Enqueue(new string[] { "Take care up there!", "It's always a pleasure!", "Yeah, sure, bye!" });
conversation.Enqueue("Oh, by the way, probably no one has told you but you can sprint by hitting left shift");
responseQueue.Enqueue(new string[] { "Why wasn't I told?", "When in this game would you need to sprint?", "*Suspicious look*" });
responseQueue.Enqueue(new string[] { "Why wasn't I told?", "When in this game would you need to?", "*Suspicious look*" });
}
}
......@@ -148,7 +148,7 @@ public class SimonSpeech : MonoBehaviour, Character {
responseQueue.Enqueue(new string[] { "grrRrrrR", "Never heard of it", "Glory to Arstotzka!" });
conversation.Enqueue("Grrr (Though I must admit that life isn't all that great there, even for a celebrity like me)");
responseQueue.Enqueue(new string[] { "Grrrg", "You're a celebrity?", "Better not let Glorious Leader hear that" });
responseQueue.Enqueue(new string[] { "Grrrg", "You're a celebearity?", "Better not let Glorious Leader hear that" });
conversation.Enqueue("grrR (I wouldn't recommend it for a holiday: border control alone is a nightmare)");
responseQueue.Enqueue(new string[] { "grrRR", "It really doesn't sound inviting", "Cobrastan is nice this time of year, isn't it?" });
......
......@@ -23,10 +23,15 @@ public class TentInteractoins : MonoBehaviour {
// Update is called once per frame
void Update() {
checkNearbyPlayers();
if (interactable) {
if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.E)) {
DaytimeManager.beginPerformance();
if (GameManager.HasTalkedToAhava)
{
checkNearbyPlayers();
if (interactable)
{
if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.E))
{
DaytimeManager.beginPerformance();
}
}
}
}
......
......@@ -147,6 +147,8 @@ public class GameManager : MonoBehaviour {
HasTalkedToAhava = false;
HasCompleatedIntro = false;
hasCompletedTheGame = false;
}
}
......@@ -37,7 +37,7 @@ public class PieManager : MonoBehaviour {
if (Time.time > exitTime)
{
print(score);
float levels = Mathf.Min((score / 1500f), 0.95f);
float levels = Mathf.Min((score / 1200f), 0.95f);
GameManager.addToLevel("Simon", levels);
SceneManager.LoadScene("Daytime");
if (tutorial) {
......
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if (!gameInstance.logo) {
gameInstance.logo = document.createElement("div");
gameInstance.logo.className = "logo " + gameInstance.Module.splashScreenStyle;
gameInstance.container.appendChild(gameInstance.logo);
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gameInstance.progress.className = "progress " + gameInstance.Module.splashScreenStyle;
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gameInstance.progress.full = document.createElement("div");
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