2021-11-01 23:29:54 -06:00
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class introCutsceneDialog : MonoBehaviour
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{
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private int currentDialog = 0;
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public GameObject dialogBoxObject;
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public GameObject dialogTextObject;
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public AudioSource soundGroundCollapse;
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public AudioSource soundFall;
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2021-11-01 23:47:10 -06:00
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public AudioSource soundShake;
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2021-11-01 23:29:54 -06:00
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private string[] dialogs = new string[7]
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{
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"K-41: Well... this shouldn't be happening.",
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2021-11-01 23:47:10 -06:00
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"K-41: It seems that I've fallen out of my game through a memory leak.",
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2021-11-01 23:29:54 -06:00
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"K-41: There should be a portal somewhere down here...",
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2021-11-01 23:47:10 -06:00
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"K-41: It should take me home.",
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2021-11-01 23:55:30 -06:00
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"K-41: It probably even has a flashing arrow pointing at it...",
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2021-11-01 23:29:54 -06:00
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"K-41: Anyway... I could really use some help with this...",
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""
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};
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public void Update()
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{
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if (Input.GetButtonDown("Submit"))
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{
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nextDialog();
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}
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}
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public void nextDialog()
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{
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dialogBoxObject.SetActive(true);
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dialogTextObject.GetComponent<Text>().text = dialogs[currentDialog];
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currentDialog++;
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if (currentDialog >= dialogs.Length)
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{
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dialogEnd();
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}
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}
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public void dialogEnd()
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{
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SceneManager.LoadScene("level1");
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}
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public void soundPlay(int a)
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{
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switch (a)
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{
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case 1:
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soundFall.Play();
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break;
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case 2:
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soundGroundCollapse.Play();
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break;
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2021-11-01 23:47:10 -06:00
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case 3:
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soundShake.Play();
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break;
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2021-11-01 23:29:54 -06:00
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}
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}
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}
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