public void StartConversation(InteractBehavior interact) { dh.nameTxt.text = interact.character._name; gc.storedChar = Instantiate(interact.character); // this is so we never DIRECTLY edit the object in the folder during the battle switch (interact.character._type) { case (GameController.Types.tiredness): dh.whichVoice = 0; break; case (GameController.Types.kindness): dh.whichVoice = 1; break; case (GameController.Types.liveliness): dh.whichVoice = 2; break; } dh.currentLine = 0; dh.label.SetActive(false); dh.myLines.Clear(); foreach (string line in interact.character.exploreLines) { dh.myLines.Add(line); } dh.EnableTextBox(); gc.cameraLastPos = Camera.main.transform.position; gc.playerLastPos = transform.position; //dc.CheckWhosTalking(dc.myLines[dc.currentLine]); //dc.textHolder.SetActive(true); //dc._text.text = dc.myLines[dc.currentLine]; }
private void OnTriggerStay(Collider collision) { if (collision.gameObject.GetComponent <InteractBehavior>() != null && !dh.isActive) { InteractBehavior interact = collision.gameObject.GetComponent <InteractBehavior>(); if (interact.character._name == "RAW" && !meetRaw) { StartConversation(interact); nearObj = false; canJump = false; meetRaw = true; } else { if (!interact.character.isDefeated) { nearObj = true; dh.label.SetActive(true); dh.labelText.text = interact._name; if (Input.GetKeyDown(KeyCode.Space)) { StartConversation(interact); } } else { nearObj = false; canJump = false; } } } }
private void Start() { movementState = MovementState.Idle; previousMovementState = movementState; interactState = InteractState.Nothing; previousInteractState = interactState; body = GetComponent <Rigidbody>(); animBody = GetComponent <AnimatorController>(); moveStateParameters = new MovementStateParam(); moveStateCtrl = new MovementStateController(); interactStateParameter = new InteractStateParam(); InteractStateCtrl = new InteractStateController(); inputController = GetComponent <InputController>(); interactBehaviorCtrl = GetComponent <InteractBehavior>(); }
public void StartConversation(InteractBehavior interact, bool playerLost) { dh.nameTxt.text = interact.character._name; gc.storedChar = Instantiate(interact.character); // this is so we never DIRECTLY edit the object in the folder during the battle switch (interact.character._type) { case (GameController.Types.tiredness): dh.whichVoice = 0; break; case (GameController.Types.kindness): dh.whichVoice = 1; break; case (GameController.Types.liveliness): dh.whichVoice = 2; break; } dh.currentLine = 0; dh.label.SetActive(false); dh.myLines.Clear(); if (!playerLost) { foreach (string line in interact.character.defeatLines) { dh.myLines.Add(line); } } else { foreach (string line in interact.character.winLines) { dh.myLines.Add(line); } } dh.isShowingDefeat = true; dh.EnableTextBox(); }
void Start() { interBehavior = GameObject.FindGameObjectWithTag("Player").GetComponent <InteractBehavior>(); }
// Start is called before the first frame update void Start() { interactBehavior = GetComponent <InteractBehavior>(); }