private IEnumerator DialogRoutineTest()
    {
        Debug.Log("Running Test");
        yield return(new WaitForSeconds(1));

        dialogDisplayer.SetInterlocutor(Interlocutor.None);
        dialogDisplayer.SetText("Joker takes a deep breath, pauses to see if it's over.");

        yield return(new WaitForSeconds(3));

        dialogDisplayer.SetText("Beat.");

        yield return(new WaitForSeconds(2));

        dialogDisplayer.SetInterlocutor(Interlocutor.Character1);
        dialogDisplayer.SetName("JOKER");
        dialogDisplayer.SetText("is it just me, or is it getting crazier out there?");

        yield return(new WaitForSeconds(4));

        dialogDisplayer.SetInterlocutor(Interlocutor.None);
        dialogDisplayer.SetText("Despite the laughter, there's real pain in his eyes. Something broken in him.Looks like he hasn't slept in days.");

        yield return(new WaitForSeconds(5));

        dialogDisplayer.SetInterlocutor(Interlocutor.Character2);
        dialogDisplayer.SetName("SOCIAL WORKER");
        dialogDisplayer.SetText("It's certainly tense. People are upset, they're struggling. Looking for work.The garbage strike seems like it's been going on forever.These are tough times.");

        yield return(new WaitForSeconds(10));

        dialogDisplayer.SetInterlocutor(Interlocutor.None);
        dialogDisplayer.SetText("");
    }
Beispiel #2
0
    private void OnNextScene()
    {
        scene++;

        if (scene >= sceneDialog.Count)
        {
            return;
        }

        continueCounter = 0;

        dialogDisplayer.SetInterlocutor(Interlocutor.Character1, sceneDialog[scene][continueCounter][0]);
        dialogDisplayer.SetName(sceneDialog[scene][continueCounter][0]);
        dialogDisplayer.SetText(sceneDialog[scene][continueCounter][1]);
        char1Talking = false;
    }