public void OnPointerEnter(PointerEventData eventData)
 {
     oriPart = emoteIndex.getPart(emotePartGroup.slotCategory);
     emoteIndex.setPart(emotePartGroup.slotCategory, part);
     character.ResetEmote();
     character.Emote(emotionType);
 }
Beispiel #2
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        public void OpenType(EmotionType emotionType)
        {
            activeEmotion = emotionType;
            character.Emote(activeEmotion);
            emotionList.gameObject.SetActive(false);
            emotionEditor.gameObject.SetActive(true);
            Text   title = emotionEditor.Find("Title/Type").GetComponent <Text>();
            string name  = character.emotes.getIndex(emotionType).name;

            if (!string.IsNullOrEmpty(name))
            {
                title.text = name;
            }
            else
            {
                title.text = System.Enum.GetName(typeof(EmotionType), activeEmotion);
            }
            InputField input = emotionEditor.Find("Menu/Name/Input").GetComponent <InputField>();

            input.text = character.emotes.getIndex(activeEmotion).name;
            if (activeEmotion >= EmotionType.Blink)
            {
                input.transform.parent.gameObject.SetActive(false);
            }
            else
            {
                input.transform.parent.gameObject.SetActive(true);
            }
        }
Beispiel #3
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 // Apply emote to character
 public void Emote(int i)
 {
     if (i - 1 < 0)
     {
         characterViewer.ResetEmote();
     }
     else
     {
         characterViewer.Emote((EmotionType)i - 1);
     }
 }
Beispiel #4
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 void WineTasting()
 {
     enkidu.Emote("WineTasting", 0.5f);
 }
Beispiel #5
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 void Happy()
 {
     shepherd.Emote("Hurt");
 }
Beispiel #6
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 void Talk()
 {
     shamhat.Emote("Talk", 1f);
 }
Beispiel #7
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 void Talk()
 {
     enkidu.Emote("Talk", 1f);
 }