79 lines
2.0 KiB
C#
79 lines
2.0 KiB
C#
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class IncidentSystem : MonoBehaviour
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{
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public Text namePanel;
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public string nameString;
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public Node[] node;
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public int _currentNode;
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public bool ShowDialogue = true;
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public Text textArea;
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public Button[] answerButtons;
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public Button closeIncident;
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public void Start()
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{
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NewPhrase(0);
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namePanel.text = nameString;
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}
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public void CloseTab()
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{
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Destroy(gameObject);
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}
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public void NewPhrase(int _phraseIndex)
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{
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Debug.Log("NEW PHASE! " + _phraseIndex);
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if (ShowDialogue == false) CloseTab();
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Player.main.ChangeHp(node[_phraseIndex].damage);
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for (int i = 0; i < answerButtons.Length; i++)
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{
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answerButtons[i].gameObject.SetActive(false);
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}
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textArea.text = node[_phraseIndex].phrase;
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if (node[_phraseIndex].PlayerAnswer.Length == 0)
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{
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closeIncident.gameObject.SetActive(true);
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return;
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}
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int j = 0;
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for (int i = 0; i < node[_phraseIndex].PlayerAnswer.Length; i++)
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{
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if (j >= answerButtons.Length) Debug.LogError("Warning! there are more answers than buttons");
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answerButtons[j].gameObject.SetActive(true);
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answerButtons[j].GetComponentInChildren<Text>().text = node[_phraseIndex].PlayerAnswer[i].text;
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answerButtons[j].GetComponent<AnswerButton>().phaseIndex = node[_phraseIndex].PlayerAnswer[i].toNode;
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if (node[_phraseIndex].reward != null)
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{
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DataHolder.main.AddEquipmentToPlayerInventory(node[_phraseIndex].reward);
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}
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j++;
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}
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}
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}
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[System.Serializable]
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public class Node
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{
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[TextArea (3,20)]
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public string phrase;
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public Answer[] PlayerAnswer;
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public GameObject reward;
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[Header("Effects")]
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public int damage;
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}
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[System.Serializable]
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public class Answer
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{
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[TextArea(3, 10)]
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public string text;
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public int toNode;
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}
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