Fix flow to/from battle, add cheat code to win
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0b295af56b
commit
959458ad74
7 changed files with 58 additions and 16 deletions
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@ -12,7 +12,7 @@ public class Scene_Chapter1_Cave: StoryScene
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yield return new WaitForSeconds(1f);
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BattleParameters battleParameters = BuildBattleGolemBats();
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BattleSetup.StartBattle(battleParameters);
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this.StartBattleThenNextSceneId(battleParameters, SceneId.Chapter1_Cave);
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}
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private BattleParameters BuildBattleGolemBats() {
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@ -6,26 +6,26 @@ public class Scene_Prologue_First: StoryScene {
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public override IEnumerator Play(StoryDisplay storyDisplay) {
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storyDisplay.SetBackground("BGNightSky");
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yield return new WaitForSeconds(1f);
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//yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText("Are you going out again?", DialogPosition.Left);
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yield return new WaitForSeconds(1f);
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//yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText("Yes.", DialogPosition.Right);
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yield return new WaitForSeconds(1f);
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//yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText(
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"Do you not get bored of doing the same things over and over? Seeing the same people, dealing with the same problems?",
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DialogPosition.Left);
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yield return new WaitForSeconds(1f);
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//yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText(
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"Sometimes I feel like I'm imprisoned in my own life. Like I'm stuck in it, passing the time, until it ends.",
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DialogPosition.Left);
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yield return storyDisplay.DisplayText(
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"Life is finite, after all. There is only so much you can do in it.",
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DialogPosition.Left);
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yield return new WaitForSeconds(2f);
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//yield return new WaitForSeconds(2f);
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yield return storyDisplay.DisplayText(
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"Finite in time, yes. But infinite in possibilities...",
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DialogPosition.Right);
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yield return new WaitForSeconds(2f);
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//yield return new WaitForSeconds(2f);
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this.SetNextSceneId(SceneId.Chapter1_Cave);
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}
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@ -6,22 +6,30 @@ public class StoryController : MonoBehaviour
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{
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public StoryDisplay storyDisplay;
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private SceneId nextSceneId;
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// TODO: Read which scene should be loaded.
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private static SceneId sNextSceneId = SceneId.Prologue_First;
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void Start() {
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// TODO: Read which scene should be loaded.
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this.nextSceneId = SceneId.Prologue_First;
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StartCoroutine(this.PlayScenes());
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}
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private IEnumerator PlayScenes() {
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while (true) {
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SceneId id = this.nextSceneId;
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this.nextSceneId = SceneId.None;
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// Debug.Log("SceneId id = " + sNextSceneId);
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SceneId id = sNextSceneId;
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// Debug.Log("sNextSceneId = " + SceneId.None);
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sNextSceneId = SceneId.None;
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// Debug.Log("StoryScene scene = Load()");
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StoryScene scene = StorySceneDatabase.Load(id);
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// Debug.Log("yield return scene.Play()");
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yield return scene.Play(this.storyDisplay);
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this.nextSceneId = scene.GetNextSceneId();
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// Debug.Log("sNextSceneId = scene.GetNextSceneId() [" + scene.GetNextSceneId() + "]");
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sNextSceneId = scene.GetNextSceneId();
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// Debug.Log("if scene.IsBattleNext() [" + scene.IsBattleNext() + "]");
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if (scene.IsBattleNext()) {
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// Debug.Log("yield break");
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yield break;
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}
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}
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}
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}
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@ -4,12 +4,24 @@ using UnityEngine;
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public abstract class StoryScene
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{
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private bool battleIsNext;
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private SceneId nextSceneId = SceneId.None;
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public abstract IEnumerator Play(StoryDisplay storyDisplay);
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protected void SetNextSceneId(SceneId id) {
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this.nextSceneId = id;
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this.battleIsNext = false;
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}
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public void StartBattleThenNextSceneId(BattleParameters battleParameters, SceneId id) {
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this.nextSceneId = id;
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this.battleIsNext = true;
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BattleSetup.StartBattle(battleParameters);
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}
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public bool IsBattleNext() {
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return this.battleIsNext;
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}
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public SceneId GetNextSceneId() {
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