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Quality control
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jonas committed Feb 19, 2019
1 parent 246122b commit 9af88f6
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Showing 9 changed files with 34 additions and 17 deletions.
2 changes: 1 addition & 1 deletion src/Game/GameLogic/Properties/Resources_Session_5.de.resx
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Expand Up @@ -265,7 +265,7 @@
<value>Wenn Sie wirklich eine tiefere Bindung herstellen wollen, müssen Sie sich mehr bemühen ihm entgegenzukommen. Vielleicht würde ihm ein Kinobesuch gefallen? Oder ein Ausflug in einen Park?</value>
</data>
<data name="Maybe_Who_knows_what_he_likes_anymore" xml:space="preserve">
<value>Mag sein... wer weiß, was er noch mag.</value>
<value>Mag sein... wer weiß, was ihm überhaupt noch gefällt.</value>
</data>
<data name="Landon_has_always_been_troubled_as_long_as_I_can_remember" xml:space="preserve">
<value>Landon hatte es immer schon schwer, so lang ich mich erinnern kann.</value>
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6 changes: 3 additions & 3 deletions src/Game/GameLogic/Properties/Resources_Session_6.de.resx
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Expand Up @@ -430,7 +430,7 @@
<value>Ich klopfte an den Türrahmen, um ihn nicht zu erschrecken, und die Art, wie er mich ansah, erschrak mich...</value>
</data>
<data name="He_didnt_look_like_he_regretted_anything_at_all_He_just_looked_empty" xml:space="preserve">
<value>Er sag nicht so aus als ob er auch nur irgendetwas bereute. Er sah einfach leer aus.</value>
<value>Er sah nicht so aus als ob er auch nur irgendetwas bereute. Er sah einfach leer aus.</value>
</data>
<data name="Empty_and_maybe_a_little_annoyed_that_I_was_there" xml:space="preserve">
<value>Leer und vielleicht etwas verärgert darüber, dass ich da war.</value>
Expand Down Expand Up @@ -466,7 +466,7 @@
<value>Er sagte nur, dass sie wieder in Ordnung kommt. Das hat wirklich mein Herz gebrochen.</value>
</data>
<data name="To_see_my_son_do_that_to_his_own_mother_and_feel_nothing_It_was_painful" xml:space="preserve">
<value>Meinen Sohn zu sehen, wie er das seiner eigener Mutter antat, und nichts dabei fühlte... Es hat weg getan.</value>
<value>Meinen Sohn zu sehen, wie er das seiner eigener Mutter antat, und nichts dabei fühlte... Es hat weh getan.</value>
</data>
<data name="I_couldnt_help_it_I_started_cryingI_couldnt_understand_what_was_happening_I_just_wanted_it_to_be_a_nightmare" xml:space="preserve">
<value>Ich konnte nicht anders. Ich fing an zu weinen. Ich konnte nicht verstehen, was da passierte. Ich wollte, dass das nur ein Albtraum war.</value>
Expand All @@ -490,7 +490,7 @@
<value>Die Waffe, die Cynthia erwähnte.</value>
</data>
<data name="The_last_thing_I_remember_was_him_raising_it_over_his_head_and_it_swinging_towards_me" xml:space="preserve">
<value>Das letzte, an das ich mich erinnern kann, war wie er damit ausholte und auf mich einschlug.</value>
<value>Das letzte, an das ich mich erinnern kann, war, wie er damit ausholte und auf mich einschlug.</value>
</data>
<data name="The_next_thing_I_knew_I_woke_up_in_the_basement" xml:space="preserve">
<value>Danach bin ich im Keller zu mir gekommen.</value>
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2 changes: 1 addition & 1 deletion src/Game/GameLogic/Properties/Resources_Session_7.de.resx
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Expand Up @@ -349,7 +349,7 @@
<value>Nein, besonders in diesem Moment nicht. Es ist sehr wichtig, dass Sie jemanden zum Reden haben während Sie durch diesen Prozess gehen.</value>
</data>
<data name="But_you_do_think_Ill_come_out_okay" xml:space="preserve">
<value>Aber glauben Sie ich komme gut davon?</value>
<value>Aber glauben Sie, es wird gut für mich enden?</value>
</data>
<data name="Of_course_I_do_Ive_seen_you_go_through_quite_a_lot_but_Ive_also_seen_you_pull_through_it_with_grace" xml:space="preserve">
<value>Natürlich tue ich das. Ich habe gesehen, wie Sie einige schwere Zeiten überstanden haben.</value>
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3 changes: 2 additions & 1 deletion src/Game/GameLogic/content/build.bat
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@@ -1,7 +1,7 @@

REM ------------------------------------------------------------------------------
REM <auto-generated>
REM This code was generated by a tool on 11.12.2018 13:29:05.
REM This code was generated by a tool on 19.02.2019 12:03:37.
REM
REM Changes to this file may cause incorrect behavior and will be lost if
REM the code is regenerated.
Expand Down Expand Up @@ -67,6 +67,7 @@ ContentCompiler.exe audio\scissors_cut.wav bin\audio\scissors_cut WavImporter So
ContentCompiler.exe audio\screwdriver_wood.wav bin\audio\screwdriver_wood WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\scribble_long.wav bin\audio\scribble_long WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\scribble_short.wav bin\audio\scribble_short WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\socket_plugin_in.wav bin\audio\socket_plugin_in WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\squeak_1.wav bin\audio\squeak_1 WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\squeak_2.wav bin\audio\squeak_2 WavImporter SoundEffectProcessor true
ContentCompiler.exe audio\squeak_3.wav bin\audio\squeak_3 WavImporter SoundEffectProcessor true
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3 changes: 2 additions & 1 deletion src/Game/GameLogic/content/tree.cs
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@@ -1,7 +1,7 @@

// ------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool on 11.12.2018 13:29:03.
// This code was generated by a tool on 19.02.2019 12:03:34.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
Expand Down Expand Up @@ -74,6 +74,7 @@ public static partial class audio
public const string screwdriver_wood = "audio/screwdriver_wood";
public const string scribble_long = "audio/scribble_long";
public const string scribble_short = "audio/scribble_short";
public const string socket_plugin_in = "audio/socket_plugin_in";
public const string squeak_1 = "audio/squeak_1";
public const string squeak_2 = "audio/squeak_2";
public const string squeak_3 = "audio/squeak_3";
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4 changes: 3 additions & 1 deletion src/Game/GameLogic/items/Envelope.cs
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Expand Up @@ -70,7 +70,9 @@ IEnumerator OpenScript()
yield return 1;
}

var StartSession = Game.Ego.Inventory.HasItem<Blanket>() && Tree.InventoryItems.Blanket.LookedAt;
var StartSession = Game.Ego.Inventory.HasItem<Blanket>() &&
Tree.InventoryItems.Blanket.LookedAt &&
!Tree.Cutscenes.Director.FinishedSession(Cutscenes.Sessions.Three);

using (Game.CutsceneBlock())
{
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1 change: 1 addition & 0 deletions src/Game/GameLogic/rooms/basement/SocketsLeft.cs
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Expand Up @@ -49,6 +49,7 @@ IEnumerator UseDrillingMachineCableScript()
yield return Game.Ego.Use();
yield return Game.Ego.GoTo(this);
yield return Game.Ego.StartUse();
Game.PlaySoundEffect(content.audio.socket_plugin_in);
Tree.Basement.DrillingMachineCable.PluggedIn = true;
yield return Game.Ego.StopUse();
}
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19 changes: 14 additions & 5 deletions src/Game/GameLogic/sessions/Scene.cs
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Expand Up @@ -53,23 +53,27 @@ public Director()
GUI.Fader Fader { get { return Tree.GUI.Fader; } }
Office.RyanEyesClosed RyanEyesClosed { get { return Tree.Office.RyanEyesClosed; } }

IEnumerator FadeInScript(bool hideFader = false)
IEnumerator FadeInScript(bool hideFader = false, bool fadeMusic = false)
{
yield return FadeScript(true, hideFader);
yield return FadeScript(true, hideFader, fadeMusic);
}

IEnumerator FadeOutScript(bool hideFader = false)
IEnumerator FadeOutScript(bool hideFader = false, bool fadeMusic = false)
{
yield return FadeScript(false, hideFader);
yield return FadeScript(false, hideFader, fadeMusic);
}

IEnumerator FadeScript(bool fadein, bool hideFader = false, int loops = 255)
IEnumerator FadeScript(bool fadein, bool hideFader = false, bool fadeMusic = false, int loops = 255)
{
Fader.Visible = true;

for (int j = 0; j < loops; j++)
{
Fader.Color = new Color(Color.Black, fadein ? 255 - j : j);
if (fadeMusic)
{
World.Get<AudioManager>().MusicVolume = fadein ? (float)j / loops : 1 - (float)j / loops;
}

yield return 1;
}
Expand All @@ -78,6 +82,11 @@ IEnumerator FadeScript(bool fadein, bool hideFader = false, int loops = 255)
{
Fader.Visible = false;
}

if (fadeMusic)
{
World.Get<AudioManager>().MusicVolume = fadein ? 1 : 0;
}
}

void ProcessScore(BaseOption option)
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11 changes: 7 additions & 4 deletions src/Game/GameLogic/sessions/SessionSeven.cs
Original file line number Diff line number Diff line change
Expand Up @@ -240,7 +240,7 @@ IEnumerator SessionSevenScript()
}

RyanEyesClosed.Blinking = false;
yield return Delay.Seconds(2f);
yield return Delay.Seconds(1.5f);
Game.StopSkipping();
yield return FadeOutScript();

Expand All @@ -252,7 +252,7 @@ IEnumerator SessionSevenScript()
Game.Ego.EnterScene(Tree.SunSet.Scene);
Game.Ego.Get<Transform>().Position = new Microsoft.Xna.Framework.Vector2(403, 344);
yield return Game.WaitForSoundEffect(content.audio.birds);
yield return FadeOutScript();
yield return FadeOutScript(false, true);
break;
case ScoreType.Insanity:
Game.Ego.EnterScene(Tree.PaddedCell.Scene);
Expand All @@ -262,7 +262,7 @@ IEnumerator SessionSevenScript()
yield return Game.Ego.GoTo(0, 349);
yield return Game.Ego.GoTo(640, 349);
yield return Game.Ego.GoTo(0, 349);
var InnerScript = Get<Scripts>().Start(FadeOutScript());
var InnerScript = Get<Scripts>().Start(FadeOutScript(false, true));
yield return Game.Ego.GoTo(640, 349);
yield return Script.WaitFor(InnerScript);
break;
Expand All @@ -273,14 +273,17 @@ IEnumerator SessionSevenScript()
Game.Ego.SetWalkingPace(7);
yield return Game.Ego.GoTo(0, 334);
yield return Game.Ego.GoTo(640, 334);
var InnerScriptJail = Get<Scripts>().Start(FadeOutScript());
var InnerScriptJail = Get<Scripts>().Start(FadeOutScript(false, true));
yield return Game.Ego.GoTo(0, 334);
yield return Game.Ego.GoTo(640, 334);
yield return Script.WaitFor(InnerScriptJail);

break;
}

Game.StopSong();
World.Get<AudioManager>().MusicVolume = 1;

Tree.Actors.Scene.Enabled = false;
Tree.Title.Scene.Visible = true;

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