void Awake() { //ändra till singelton sen _monologueManager = FindObjectOfType <MonologueManager>(); _player = GlobalState.state.Player.gameObject; _triggerDetectionLayers = (_triggerDetectionLayers | 1 << _player.gameObject.layer); }
private void Awake() { if (monoMan == null) { monoMan = GetComponent <MonologueManager>(); } }
private void Start() { npc = transform; monologue = GetComponent <MonologueManager>(); active = false; }
IEnumerator WaitForCameraTransition() { yield return(new WaitForSeconds(1f)); Monologue mono = allMyMonologues[currentMonologue]; //player ref GameCamera cam = camManager.currentCamera; //currentPlayer = cam.transform.parent.gameObject; //unlock player if (mono.lockPlayer) { } //check for cinematic to enable if (mono.playsCinematic) { cineManager.allCinematics[mono.cinematic.cIndex].cPlaybackManager.StartTimeline(); } //cinematic triggers to enable if (mono.enablesCinematicTriggers) { for (int i = 0; i < mono.cTriggers.Length; i++) { cineManager.allCinematics[mono.cTriggers[i].cIndex].cTrigger.gameObject.SetActive(true); } } //if this monologue repeats at finish if (mono.repeatsAtFinish) { //reset the monologue trigger after 3 sec if (mTrigger) { mTrigger.WaitToReset(5f); } } //disable the monologue trigger, it's done else { if (mTrigger) { mTrigger.gameObject.SetActive(false); } } //if this monologue has a new monologue to activate if (mono.triggersMonologues) { //enable the monologues but wait to make them usable to player for (int i = 0; i < mono.monologueTriggerIndeces.Length; i++) { MonologueTrigger mTrigger = wmManager.allMonologues[mono.monologueTriggerIndeces[i]].mTrigger; mTrigger.gameObject.SetActive(true); mTrigger.hasActivated = true; mTrigger.WaitToReset(mono.monologueWaits[i]); } //loop thru other managers to activate for (int i = 0; i < mono.monologueManagerIndeces.Length; i++) { //get manager MonologueManager otherMonoManager = wmManager.allMonoManagers[mono.monologueManagerIndeces[i]]; //set manager to new monologue from within its list otherMonoManager.SetMonologueSystem(mono.monologueIndecesWithinManager[i]); //enable it? otherMonoManager.EnableMonologue(); } } //advance scene if (mono.loadsScene) { scener.LoadNextScene(); } inMonologue = false; }