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- public class Question
- {
- //Questions need 3 things to unlock - right time, right place, and right choices made
- Choice[] choices = new Choice[8];
- List<ChoiceMake> choicesMadeToUnlock = new List<ChoiceMake>();
- List<ChoiceMake> choicesMadeToNullify = new List<ChoiceMake>(); //if any of these choices are found to be true, then the conditions fail
- int startTimeToUnlock = 655;
- int endTimeToUnlock = 1300;
- //string startTimeToUnlock = "6:55pm";
- //string endTimeToUnlock = "1:00am";
- }
- public class Choice
- {
- string choiceText;
- ChoiceMake choiceMake = ChoiceMake.AskAboutGuests;
- ChoiceAction choiceAction = ChoiceAction.Speak;
- List<KeyInformation> keysToUnlock = new List<KeyInformation>();
- bool Selected = false;
- Texture2D choiceImage;
- }
- public class KeyInformation
- {
- KeyLock keyLock = KeyLock.TheGuests;
- KeyType keyType = KeyType.Information;
- bool Unlcoked = true;
- }
- public class Dialogue
- {
- //Dialogue need 3 things to unlock - right time and right choices made and where the player is standing in proximity to the speaker
- string text;
- Vector2 speakerOrigin;
- Vector2 spokenToOrigin;
- List<ChoiceMake> choicesMadeToUnlock = new List<ChoiceMake>();
- List<ChoiceMake> choicesMadeToNullify = new List<ChoiceMake>(); //if any of these choices are found to be true, then the conditions fail
- int startsAt = 655;
- TimeSpan lastsFor;
- List<ChoiceMake> choicesUnlocked = new List<ChoiceMake>(); //list of choices that are unlocked if the dialogue appears
- List<KeyInformation> keysUnlocked = new List<KeyInformation>(); //list of keys that are unlocked if the dialogue appears
- float proximity; //how close the player must be to see the dialogue and for it to unlock keys
- }
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