Commit acc96d7b authored by Petter Skult's avatar Petter Skult
Browse files

Added douchebag, and also changed the other narrative stuffs a little bit.

parent 2553163f
......@@ -14,7 +14,7 @@ MonoBehaviour:
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name_: Priest
startDestination_: 2
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......
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......@@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
name_: Goth Girl
startDestination_: 2
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......
......@@ -14,7 +14,7 @@ MonoBehaviour:
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name_: Goth
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......
......@@ -16,7 +16,7 @@ MonoBehaviour:
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startingSatisfaction_: 10
startingHorror_: 0
......
......@@ -14,9 +14,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
name_: Old Lady
startDestination_: 2
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roomOrder_: e9030000b80b0000ea030000eb030000d1070000d0070000e9030000
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minMaxWaitTimes_: {x: 5, y: 10}
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startingHorror_: 0
......
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m_Name: Douchebag
m_EditorClassIdentifier:
name_: Douchebag
randomRoomEnterComments_:
- targetRoom_: 9002
comments_:
- Have you seen this lovely paneling?
- We have NO neighbours!
- Never mind the sound of ghostly dogs barking!
- This house is a steal!
- The house has only had one owner!
- My grandfather was an avid hunter.
- You can have the furniture. It's haunt--err.
- '*whistles*'
- Hello there!
- Look around!
- Take your time!
- Upstairs is, er, under construction!
- Bedroom? Oh...er. Upstairs.
- Welcome!
- Enjoy!
randomRoomExitComments_: []
randomTriggerComments_:
- trigger_: 1000
comments_:
- Oh, haha. The wind!
- Just a, um, Earthquake!
- Oops! How clumsy of me.
- trigger_: 2000
comments_:
- Ahum. Maybe a tree fell on the power line!
- Nothing to worry about!
- '...not again.'
- trigger_: 7000
comments_:
- Old houses creak!
- That was DEFINITELY not a ghost!
- Ignore that!
- trigger_: 10000
comments_:
- Ow!
- Stop it!
- Hey!
specificStartComments_:
- comments_: Time to sell grandpa's old house!
- comments_: Just hope the old geezer stays away.
- comments_: Wouldn't want him to scare off my buyers!
endSatisfactionFailComment_: Grrrr!
endSatisfactionSucceedComment_: This place will be sold in a jiffy!
endHorrorFailComment_: AAAAAHHH! NOOO!
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m_Layer: 13
m_Name: Agent
m_TagString: Untagged
......@@ -233,6 +236,62 @@ MonoBehaviour:
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......@@ -37,7 +37,7 @@ public class Agent : MonoBehaviour
public onAgentSatisfactionChanged satisfactionChangedEvent_;
private Coroutine talkRoutine;
// Start is called before the first frame update
void Start()
{
......@@ -209,7 +209,8 @@ public class Agent : MonoBehaviour
bool los = false;
foreach (RaycastHit hit in hits)
{
if (hit.collider.gameObject == obj){
if (hit.collider.gameObject == obj)
{
los = true;
break;
}
......@@ -224,8 +225,8 @@ public class Agent : MonoBehaviour
if (los)
{
StartCoroutine(TurnTowards(obj.transform.position, 0.5f,()=>AgentTriggered(power, trigger)));
StartCoroutine(TurnTowards(obj.transform.position, 0.5f, () => AgentTriggered(power, trigger)));
}
}
......@@ -239,7 +240,7 @@ public class Agent : MonoBehaviour
{
t += Time.deltaTime;
float p = t / time;
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(position-transform.position, Vector3.up), p);
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(position - transform.position, Vector3.up), p);
yield return null;
}
onComplete?.Invoke();
......@@ -334,9 +335,16 @@ public class Agent : MonoBehaviour
};
agentEndWalk_ = true;
}
// We set the agent to walk to its final destination, and give the appropriate comment
agent.SetTarget(GameManager.instance.GetRoomWaypoints(data_.finalDestination_)[0].transform.position);
// At this point the agent has completed all of its waypoints and has WON
if (data_.finalDestination_ != null)
{
// We set the agent to walk to its final destination, and give the appropriate comment
agent.SetTarget(GameManager.instance.GetRoomWaypoints(data_.finalDestination_)[0].transform.position);
// At this point the agent has completed all of its waypoints and has WON
}
else
{
StartCoroutine(Walk(agent));
}
}
// Update is called once per frame
......
......@@ -26,6 +26,7 @@ public enum Room
BEDROOM_1 = 8000,
BATHROOM_1 = 9000,
TOILET_SMALL = 9001,
CUSTOMER = 9002,
}
public class Waypoint : MonoBehaviour
......
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