Beispiel #1
0
    public static GameObject Create(string message, System.Action action)
    {
        GameObject     dialog = Instantiate(Prefab) as GameObject;
        InteractPrompt prompt = dialog.GetComponent <InteractPrompt>();

        prompt.setText(message);
        prompt.action = action;
        return(dialog);
    }
Beispiel #2
0
 protected IEnumerator setupInteractPrompt()
 {
     if (interactPrompt != null)
     {
         yield return(null);
     }
     interactPrompt = InteractPrompt.Create(string.Format("({0}) {1}", InteractKey, promptText), () => executeAction());
     yield return(null);
 }
Beispiel #3
0
    public void Start()
    {
        player         = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
        canvas         = GameObject.FindGameObjectWithTag("Canvas");
        interactPrompt = canvas.transform.Find("InteractPrompt").GetComponent <InteractPrompt>();
        dialogueBox    = canvas.transform.Find("DialogueBox").GetComponent <DialogueBox>();
        ui             = GameObject.FindGameObjectWithTag("Canvas").GetComponent <UI>();

        dialogue = new List <Page>();
        dialogue.Add(new Page("NPC does not have dialogue set"));
    }
Beispiel #4
0
    // Start is called before the first frame update
    void Start()
    {
        interactPrompt = GameObject.Find("PlayerObject").GetComponentInChildren <InteractPrompt>();

        //Get the player pref for if their island is named
        //If nothing then set it to empty string
        if (PlayerPrefs.GetInt("allies") == 0)
        {
            PlayerPrefs.SetInt("allies", 0);
            PlayerPrefs.Save();
            numAllies = PlayerPrefs.GetInt("allies");
        }
        else
        {
            numAllies = PlayerPrefs.GetInt("allies");
        }

        //Get the player pref for if their island is named
        //If nothing then set it to empty string
        if (PlayerPrefs.GetInt("alliesRange") == 0)
        {
            PlayerPrefs.SetInt("alliesRange", 0);
            PlayerPrefs.Save();
            numAlliesRange = PlayerPrefs.GetInt("alliesRange");
        }
        else
        {
            numAlliesRange = PlayerPrefs.GetInt("alliesRange");
        }

        //Calc number of enemies to spawn
        numCurrentEnemies = (numAllies + numAlliesRange) * 2 + 10;

        SpawnAllies();

        SpawnEnemies(numCurrentEnemies);

        SpawnChests();
    }
Beispiel #5
0
    IEnumerator cast()
    {
        while (true)
        {
            if (Physics.Raycast(transform.position, transform.forward, out hit, interactLength))
            {
                ip = hit.transform.GetComponent <InteractPrompt>();
                if (ip != null && ip != current)
                {
                    if (current && current != ip)
                    {
                        current.promptToggle(false);
                    }

                    ip.promptToggle(true);
                    current = ip;
                }
                else if (ip == null && current)
                {
                    current.disableAllPrompts();
                    current = null;
                }

                //vlp = hit.transform.GetComponent<VoiceLinePromt>();
                //if (vlp != null)
                //{
                //    vlp.PlayVoiceLine();
                //    vlp = null;
                //}
            }
            else if (current)
            {
                current.disableAllPrompts();
                current = null;
            }
            yield return(new WaitForSeconds(0.15f));
        }
    }
 private void Start()
 {
     inv = Inventory.instance;
     ip  = GetComponent <InteractPrompt>();
 }
 private void Awake()
 {
     Instance = this;
     anim     = GetComponent <Animator>();
 }