Commit 508f2ecb authored by astatham's avatar astatham
Browse files

Added muffled music to intro scene, started tidying up/finishing dialogue

parent 3dfc6d4a
......@@ -1493,7 +1493,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 178d09aa2704a45b68d85008d69c7e95, type: 3}
m_Name:
m_EditorClassIdentifier:
pauseMenu: {fileID: 1586100788}
Ahava: {fileID: 0}
--- !u!4 &241155501
Transform:
m_ObjectHideFlags: 0
......@@ -1728,8 +1728,18 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
songs:
- {fileID: 8300000, guid: 6492c1c2b65dd475ebbe25ebcae4f780, type: 3}
- {fileID: 8300000, guid: 1e5816223313147d088f56ac191b233a, type: 3}
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--- !u!1 &327992298
GameObject:
m_ObjectHideFlags: 0
......@@ -29543,11 +29553,6 @@ SpriteRenderer:
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!223 &1586100788 stripped
Canvas:
m_CorrespondingSourceObject: {fileID: 223530405003063200, guid: a6dd0ddad611645efbc5ef92c67041a7,
type: 2}
m_PrefabInternal: {fileID: 1532274092}
--- !u!1 &1646371379
GameObject:
m_ObjectHideFlags: 0
......
......@@ -24,7 +24,7 @@ public class JohnSmithSpeech : MonoBehaviour, Character {
if ((int)GameManager.getLevel(getName()) == 1) {
currentResponses = new string[] { "Hi there"};
return "Hello, im John Smith";
return "Hello, I'm John Smith";
} else if ((int)GameManager.getLevel(getName()) == 2) {
currentResponses = new string[] { "Thanks, How's it going John Smith?", "Thanks clown man", "It was a terrible time funny man" };
......
......@@ -25,7 +25,7 @@ public class PaperSpeech : MonoBehaviour, Character {
loadConversation();
currentResponses = new string[] {"Read"};
return "You encounter a well drawn piece of paper on the ground. You can use the number keys to interact";
return "You encounter a well-drawn piece of paper on the ground. You can use the number keys to interact";
}
public string GoodbyeMessage()
......@@ -49,7 +49,7 @@ public class PaperSpeech : MonoBehaviour, Character {
{
currentResponses = new string[] { };
return "WHAT ARE YOU WAITING FOR, JUST WALK TO THE RIGHT TO LEAVE THE CONVERSATION AND START " +
return "WHAT ARE YOU WAITING FOR? JUST WALK TO THE RIGHT TO LEAVE THE CONVERSATION AND START " +
" YOUR CIRCUS CAREER";
}
......@@ -89,10 +89,10 @@ public class PaperSpeech : MonoBehaviour, Character {
//GameManager.speechState will be the size of the queue when this dequeued
//make sure to change the check integer in CharacterInteractins when changing dialogue
conversation.Enqueue("The words on the page speak to you: CIRQUE DU SOLAME NOW HIRING, NO EXPERIENCE NECCESSARY");
responseQueue.Enqueue(new string[] { "It's better than Macdonalds."});
responseQueue.Enqueue(new string[] { "It's better than McDonald's."});
conversation.Enqueue("BE THE PERFORMER YOUR PARENTS ALWAYS HOPED YOU WOULDN'T ");
responseQueue.Enqueue(new string[] { "This is tearible", "I just wanna perform", "Actually it's what they always wanted" });
responseQueue.Enqueue(new string[] { "This is tearible", "I just wanna perform", "Actually, it's what they always wanted" });
conversation.Enqueue("WHAT ARE YOU WAITING FOR, JUST WALK TO THE RIGHT TO LEAVE THE CONVERSATION AND START " +
" YOUR CIRCUS CAREER");
......
......@@ -22,16 +22,16 @@ public class SilasSpeech : MonoBehaviour, Character {
loadConversation();
if ((int)GameManager.getLevel(getName()) == 1) {
currentResponses = new string[] { "Hi there", "Umm hello?", "clumsily mime 'Hello'" };
currentResponses = new string[] { "Hi there", "Umm... hello?", "*Clumsily mimes 'Hello'*" };
return "...";
} else if ((int)GameManager.getLevel(getName()) == 2) {
currentResponses = new string[] { "stage 2 greeting response" };
return "stage 2 greeetiong";
currentResponses = new string[] { "Hi, Silas!", "I'm back to get my other ear talked off", "*'Mimes' a wave*" };
return "Well, hello! Back again?";
} else if ((int)GameManager.getLevel(getName()) == 3) {
currentResponses = new string[] { "stage 3 greeting response" };
return "stage 3 greeting";
currentResponses = new string[] { "*'Mimes' an enthusiastic wave*", "*'Mimes' a neutral wave*", "*'Mimes' a grumpy wave*" };
return "It's the master mime!";
} else if ((int)GameManager.getLevel(getName()) == 4) {
currentResponses = new string[] { "stage 4 greeting response" };
......@@ -42,43 +42,43 @@ public class SilasSpeech : MonoBehaviour, Character {
}
public string GoodbyeMessage(){
currentResponses = new string[] { };
return "Oh no don't go, talking is so fun!";
return "Oh no, don't go! Talking is so fun!";
}
public string ProximityMessage(){
currentResponses = new string[] { };
return "did someone enter my invisible box!";
return "Did someone enter my invisible box?";
}
public string butthurtGoodbye(){
currentResponses = new string[] { };
return "its just white makeup, i swear!";
return "It's just white makeup, I swear!";
}
public string nothingMoreToSay() {
if (GameManager.HasTalkedToAhava) {
if((int)GameManager.getLevel(getName()) == 4)
{
currentResponses = new string[] { "wow, tell me more amazing things!", "my ears are blessed!", "I'm just trying to listen harder!" };
currentResponses = new string[] { "Wow, tell me more amazing things!", "My ears are blessed!", "I'm just trying to listen harder!" };
}
else {
currentResponses = new string[] { "wow, tell me mo...", "my ears are ble...", "I'm just tryi..." };
currentResponses = new string[] { "Wow, tell me mo...", "My ears are ble...", "I'm just tryi..." };
}
switch (Random.Range(0, 14)) {
case 0: return "According to circus superstition, it's unlucky to wear green in the ring, hopefully you'll be okay!";
case 0: return "According to circus superstition, it's unlucky to wear green in the ring; hopefully you'll be okay!";
case 1: return "A 'josser' is an outsider who joins the circus!";
case 2: return "The word clown is believed to come from the Icelandic word klunni, meaning a clumsy person!";
case 2: return "The word clown is believed to come from the Icelandic word 'klunni', meaning a clumsy person!";
case 3: return "A street mime was so committed that he actually got stuck in his imaginary box and died of starvation!";
case 4: return "Banging your head against the wall burns 150 calories an hour!";
case 4: return "Banging your head against a wall burns 150 calories an hour!";
case 5: return "29th May is officially 'Put a Pillow on your Fridge Day'!";
case 6: return "in 2017 more people were kiled from injuries caused by taking a selfie than by shark attacks!";
case 7: return "Did you know Honey Bees can recognise human faces!";
case 8: return "A small child could swim through the veins of a Blue Whale!";
case 9: return "pirates wore earings because they believed it improved their eyesight!";
case 10: return "20th March is Snowman Burning day to celebrate the end of winter!";
case 6: return "In 2017 more people were killed from injuries caused by taking a selfie than by shark attacks!";
case 7: return "Did you know that honey bees can recognise human faces?";
case 8: return "A small child could swim through the veins of a blue whale!";
case 9: return "Pirates wore earrings because they believed it improved their eyesight!";
case 10: return "20th March is 'Snowman Burning Day' to celebrate the end of winter!";
case 11: return "Sometimes it sounds like Simon is trying to communicate, I wonder what he's saying!";
case 12: return "It takes 11 clowns to screw in a lightbulb, 10 to make the pyramid, then one more to put in the light bulb!";
case 13: return "I heard there was a flying circus run by a group called Monty Python, Maybe one day I can join!";
case 13: return "I heard there was a flying circus run by a guy called Monty Python; maybe one day I can join!";
default:
return "...";
}
......@@ -126,69 +126,69 @@ public class SilasSpeech : MonoBehaviour, Character {
private void conversationStage1() {
if (GameManager.HasTalkedToAhava) {
conversation.Enqueue("HaHaHa got you! Thought i was a mime didnt ya?!");
responseQueue.Enqueue(new string[] { "wow you fooled m...", "nah not reall..." });
conversation.Enqueue("HaHaHa! Got you! Thought I was a mime, didn't ya?!");
responseQueue.Enqueue(new string[] { "Wow, you fooled m...", "Nah, not reall..." });
conversation.Enqueue("The names Silas, they call me the unspeakable round here!");
responseQueue.Enqueue(new string[] { "why is tha...", "cant think wh...", "slow down plea..." });
conversation.Enqueue("The name's Silas, they call me 'the Unspeakable' round here!");
responseQueue.Enqueue(new string[] { "Why is tha...", "Can't think wh...", "Slow down, plea..." });
conversation.Enqueue("Not really sure why they call me unspeakable but it sounds cool doesnt it!");
responseQueue.Enqueue(new string[] { "Yes!", "people are joking arou...", "I'm learning why fa..." });
conversation.Enqueue("Not really sure why they call me unspeakable but it sounds cool, doesn't it!");
responseQueue.Enqueue(new string[] { "Yes!", "People are joking arou...", "I'm learning why fa..." });
conversation.Enqueue("anyway have you seen my show 'Mime Mime' its the talk of the circus!");
responseQueue.Enqueue(new string[] { "not ye...", "ive played i...!", "isnt that just a rip off of Dance dance revo..." });
conversation.Enqueue("Anyway, have you seen my show 'Mime Mime'? It's the talk of the circus!");
responseQueue.Enqueue(new string[] { "Not ye...", "I've played i...!", "Isn't that just a rip off of Dance Dance Revo..." });
conversation.Enqueue("...well its mostly just me talking about it but they say its the best");
responseQueue.Enqueue(new string[] { "keep talki...!", "okay sto..." });
conversation.Enqueue("...Well, it's mostly just me talking about it but they say its the best");
responseQueue.Enqueue(new string[] { "Keep talki...!", "Okay, sto..." });
conversation.Enqueue("...well i say its the best");
responseQueue.Enqueue(new string[] { "It is gre...", "please stop talki..." });
conversation.Enqueue("...Well, I say it's the best");
responseQueue.Enqueue(new string[] { "It is gre...", "Please stop talki..." });
} else{
conversation.Enqueue("...");
responseQueue.Enqueue(new string[] { "?", "=(", "'mime' a wave" });
responseQueue.Enqueue(new string[] { "?", "=(", "*'Mimes' a wave*" });
conversation.Enqueue("....");
responseQueue.Enqueue(new string[] { "?", "=(", "'mime' an annoyed wave" });
responseQueue.Enqueue(new string[] { "?", "=(", "*'Mimes' an annoyed wave*" });
conversation.Enqueue(".......");
responseQueue.Enqueue(new string[] { "?", "=(", "'mime' a really angry wave" });
responseQueue.Enqueue(new string[] { "?", "=(", "*'Mimes' a really angry wave*" });
conversation.Enqueue("...................................");
responseQueue.Enqueue(new string[] { "?", "=(", "'mime' something not family friendly" });
responseQueue.Enqueue(new string[] { "?", "=(", "*'Mimes' something not family friendly*" });
conversation.Enqueue("....Talk to the bearded lady!....");
responseQueue.Enqueue(new string[] { "Oh right", "=)", "'mime' a slight apology" });
responseQueue.Enqueue(new string[] { "Oh, right", "=)", "*'Mimes' a slight apology*" });
}
}
private void conversationStage2() {
conversation.Enqueue("Hey! thanks for dancing with me!");
responseQueue.Enqueue(new string[] { "It was nothi...", "I had a lot of fu...", "maybe one day I can lea..."});
conversation.Enqueue("Hey! Thanks for dancing with me!");
responseQueue.Enqueue(new string[] { "It was nothi...", "I had a lot of fu...", "Maybe one day I can lea..."});
conversation.Enqueue("If you keep dancing like that maybe one day I can copy you!");
responseQueue.Enqueue(new string[] { "I don't thi...", "'Mime' a thumbs up", "That's what I was trying to sa..." });
responseQueue.Enqueue(new string[] { "I don't thi...", "*'Mime' a thumbs up*", "That's what I was trying to sa..." });
conversation.Enqueue("Anyways, what do you think of the performance?!");
conversation.Enqueue("Anyways, what do you think of the performance?");
responseQueue.Enqueue(new string[] { "It's great bu...", "It's oka...", "It's the wors..." });
conversation.Enqueue("Oh I'm so glad you like it! It's so nice to have a partner!");
responseQueue.Enqueue(new string[] { "I like being with you t...", "Can you stop talking so fa...", "that's not wha..." });
conversation.Enqueue("Oh, I'm so glad you like it! It's so nice to have a partner!");
responseQueue.Enqueue(new string[] { "I like being with you t...", "Can you stop talking so fa...", "That's not wha..." });
conversation.Enqueue("Maybe we can be partners for ever and ever and ever and ever!!!!");
responseQueue.Enqueue(new string[] { "'Mime' a heart", "I'd lik...", "I think we should see other peo..." });
conversation.Enqueue("Maybe we can be partners for ever and ever and ever and ever!");
responseQueue.Enqueue(new string[] { "*'Mimes' a heart*", "I'd lik...", "I think we should see other peo..." });
conversation.Enqueue("Talking is so much fun!");
responseQueue.Enqueue(new string[] { "especially with yo...", "sometimes it can b...", "Not with yo..." });
responseQueue.Enqueue(new string[] { "Especially with yo...", "Sometimes it can b...", "Not with yo..." });
conversation.Enqueue("Especially when I have so much fun stuff to tell you!");
responseQueue.Enqueue(new string[] { "*listen more carefully*", "'mime' a bored expression", "please don..." });
responseQueue.Enqueue(new string[] { "*Listens more carefully*", "*'Mimes' a bored expression*", "Please don..." });
}
private void conversationStage3() {
conversation.Enqueue("Phew, you're starting to get real good! Almost as good as me!");
responseQueue.Enqueue(new string[] { "Pant loudly", "I can still feel the swe...", "Maybe you're just taking it too ea..." });
conversation.Enqueue("Phew! You're starting to get real good! Almost as good as me!");
responseQueue.Enqueue(new string[] { "*Pants loudly*", "I can still feel the swe...", "Maybe you're just taking it too ea..." });
conversation.Enqueue("I bet you're starting to wonder how I'm so on time with the music!");
responseQueue.Enqueue(new string[] { "Years of mime universi...?", "You probably chea...", "Not reall..." });
......@@ -196,94 +196,94 @@ public class SilasSpeech : MonoBehaviour, Character {
conversation.Enqueue("It's all about my commimement! I started on slow versions and then sped them up as it became easy!");
responseQueue.Enqueue(new string[] { "That's a great ide...", "Maybe I can do tha...", "That sounds like a lot of wor..." });
conversation.Enqueue("I know what you're thinking, being a mime is about fun, not hard work!");
responseQueue.Enqueue(new string[] { "half the fun is in the wor...", "I wasn't thinki...", "nothing about miming is fu..." });
conversation.Enqueue("I know what you're thinking: being a mime is about fun, not hard work!");
responseQueue.Enqueue(new string[] { "Half the fun is in the wor...", "I wasn't thinki...", "Nothing about miming is fu..." });
conversation.Enqueue("But sometimes a good mime has to break out of his invisible skill ceiling and climb the rope of success!");
responseQueue.Enqueue(new string[] { "But I need hel...", "Maybe I'll give it a sho...", "that was disgusti..." });
responseQueue.Enqueue(new string[] { "But I need hel...", "Maybe I'll give it a sho...", "That was disgusti..." });
conversation.Enqueue("Don't worry though, I'll be here to keep training you up!");
responseQueue.Enqueue(new string[] { "'Mime' a heart", "thank yo...", "I don't need yo..." });
responseQueue.Enqueue(new string[] { "*'Mimes' a heart*", "Thank yo...", "I don't need yo..." });
conversation.Enqueue("And tell you lots of awesome stuff!");
responseQueue.Enqueue(new string[] { "*listen more carefully*", "'mime' a bored expression", "please don..." });
responseQueue.Enqueue(new string[] { "*Listens more carefully*", "*'Mimes' a bored expression*", "Please don..." });
}
private void conversationStage4() {
conversation.Enqueue("It's so amazing how far you've come! It's like you're coming out of your invisible box!");
responseQueue.Enqueue(new string[] { "'mime' rosey red cheeks", "It's almost like it doesn't matter how wel...", "I kno..." });
responseQueue.Enqueue(new string[] { "*'Mimes' rosy red cheeks*", "It's almost like it doesn't matter how wel...", "I kno..." });
conversation.Enqueue("No need to be embarressed! I was new and skillful too once!");
conversation.Enqueue("No need to be embarrassed! I was new and skillful too once!");
responseQueue.Enqueue(new string[] { "I'm not embarres...", "I'm not even that goo...", "How modest of yo..."});
conversation.Enqueue("I just wish there was some way I could reward you for all your hard work!");
responseQueue.Enqueue(new string[] { "A rewa...?", "That's not necessar...", "I don't wan..." });
conversation.Enqueue("I have an idea!");
responseQueue.Enqueue(new string[] { "'mime' excitement?", "really it's oka...", "please sto..." });
responseQueue.Enqueue(new string[] { "*'Mimes' excitement*?", "Really, it's oka...", "Please sto..." });
conversation.Enqueue("*Simon blows you a kiss*");
responseQueue.Enqueue(new string[] { "'mime' a blow kiss back", "'mime a disturbed expression'", "urgggh..." });
conversation.Enqueue("*Blows a kiss*");
responseQueue.Enqueue(new string[] { "*'Mimes' a blow-kiss back*", "*'Mimes' a disturbed expression*", "Urgggh..." });
conversation.Enqueue("Hehe, just kidding! *He speaks slower* I have another idea.");
responseQueue.Enqueue(new string[] { "Thanks, but I really don't need a reward.", "'mime' a disturbed expression", "This is getting weird." });
conversation.Enqueue("Hehe, just kidding! *Speaks slower* I have another idea.");
responseQueue.Enqueue(new string[] { "Thanks, but I really don't need a reward.", "*'Mimes' a disturbed expression*", "This is getting weird." });
conversation.Enqueue("Go on, say anything you like *he 'mimes' a smile*");
responseQueue.Enqueue(new string[] { "Wait, I can finally finish a sentence?", "this is weird.", "Why won't you just be quiet for two seconds." });
conversation.Enqueue("Go on, say anything you like *'mimes' a smile*");
responseQueue.Enqueue(new string[] { "Wait, I can finally finish a sentence?", "This is weird.", "Why won't you just be quiet for two seconds?" });
conversation.Enqueue("I'm sorry, I know why they call me Silas the unspeakable *he 'mimes' a sad face*");
responseQueue.Enqueue(new string[] { "How come? *'mime' a sad face*", "oh it's not that bad", "finally it's over" });
conversation.Enqueue("I'm sorry, I know why they call me Silas the Unspeakable *'Mimes' a sad face*");
responseQueue.Enqueue(new string[] { "How come? *'mimes' a sad face*", "Oh, it's not that bad", "Finally it's over" });
conversation.Enqueue("It's cause I talk so fast, it's just that I'm so scared of people not hearing all I have to say. But with you I feel safe!");
conversation.Enqueue("It's 'cause I talk so fast. It's just that I'm so scared of people not hearing all I have to say. But with you I feel safe!");
responseQueue.Enqueue(new string[] { "I'll always listen to you", "I'm glad you trust me", "Weird friendship, but okay" });
conversation.Enqueue("Now how about talking about some fun stuff!");
responseQueue.Enqueue(new string[] { "*listen more carefully than normal*", "'mime' a bored expression jokingly", "please don't let me stop you" });
conversation.Enqueue("Now, how about talking about some fun stuff?");
responseQueue.Enqueue(new string[] { "*Listens more carefully than normal*", "*'Mimes' a bored expression jokingly*", "Please, don't let me stop you" });
}
private void loadTutorialConversation()
{
conversation.Enqueue("Oh hey, so nice of you to come perform with me!");
responseQueue.Enqueue(new string[] { "okay" });
conversation.Enqueue("Oh, hey! So nice of you to come perform with me!");
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("We're gonna have so much fun!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("Or at least, I'll have so much fun!");
conversation.Enqueue("Or at least I'll have so much fun!");
responseQueue.Enqueue(new string[] { "Get on with it" });
conversation.Enqueue("All you have to do to perform with me is dance, for me it's pretty natural!");
responseQueue.Enqueue(new string[] { "I don't know how" });
conversation.Enqueue("but if it wasn't natural I'd know that anyone can use the Q W E or R keys to daaaaannceee.");
responseQueue.Enqueue(new string[] { "okay" });
conversation.Enqueue("But if it wasn't natural I'd know that anyone can use the Q W E or R keys to daaaaannceee.");
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("WOW, your dancing is so good it made fireworks in those convenient looking boxes!");
responseQueue.Enqueue(new string[] { "okay" });
conversation.Enqueue("WOW, your dancing is so good it made fireworks in those convenient-looking boxes!");
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("How about I let you know what amazing moves I'm going to do? And you can copy me!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("I'll use my super secret mime sign language by sending instructions from those mimetastic pillars to your right. Ready?!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("Here I go, hit it when it's in it's square, I'll go easy this time!");
responseQueue.Enqueue(new string[] { "okay" });
conversation.Enqueue("Here I go! Hit it when it's in its square, I'll go easy this time!");
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("Hit it now!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("Nice job!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("let's try a few more of my definitely different moves!");
responseQueue.Enqueue(new string[] { "okay" });
conversation.Enqueue("Let's try a few more of my definitely different moves!");
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("This time I've gotta go fast, you can do it!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
conversation.Enqueue("I think you've got the idea now! Time for us to do this for real!");
responseQueue.Enqueue(new string[] { "okay" });
responseQueue.Enqueue(new string[] { "Okay" });
}
}
m_EditorVersion: 2018.2.11f1
m_EditorVersion: 2018.2.12f1
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