Beispiel #1
0
        protected IEnumerator SayDTSOverTime()
        {
            //spawn an effect over the characters' head
            Motile motile = worlditem.Get <Motile> ();

            FXManager.Get.SpawnFX(motile.Body.Transforms.HeadTop.gameObject, "SpeakEffect", Vector3.zero);

            mSayingDTS   = true;
            mLastDTSPage = -1;
            string pageText     = string.Empty;
            float  pageDuration = 0.0f;
            bool   continueDTS  = true;

            if (!string.IsNullOrEmpty(mDTS.OnFinishCommand))
            {
                mSpeechBubble = CreateSpeechBubble(mDTS, null, worlditem.tr);
            }
            yield return(null);

            while (continueDTS)
            {
                continueDTS = mDTS.GetPage(ref pageText, ref pageDuration, ref mLastDTSPage, true);
                if (continueDTS)
                {
                    NGUIScreenDialog.AddSpeech(pageText, worlditem.DisplayName, pageDuration);
                    double waitUntil = Frontiers.WorldClock.AdjustedRealTime + pageDuration;
                    while (Frontiers.WorldClock.AdjustedRealTime < waitUntil)
                    {
                        yield return(null);
                    }
                }
            }
            if (mSpeechBubble != null)
            {
                mSpeechBubble.FinishSpeech();
            }
            if (!string.IsNullOrEmpty(mDTS.OnFinishMissionActivate))
            {
                if (!string.IsNullOrEmpty(mDTS.OnFinishObjectiveActivate))
                {
                    Missions.Get.ActivateObjective(mDTS.OnFinishMissionActivate, mDTS.OnFinishObjectiveActivate, MissionOriginType.Character, worlditem.FileName);
                }
                else
                {
                    Missions.Get.ActivateMission(mDTS.OnFinishMissionActivate, MissionOriginType.Character, worlditem.FileName);
                }
            }
            mDTS       = null;
            mSayingDTS = false;
            yield break;
        }
Beispiel #2
0
        protected IEnumerator GiveSpeechesOverTime()
        {
            mGivingSpeeches = true;
            while (mNewSpeeches.Count > 0 || mSpeech != null)                   //if we already have a speech and it's not finished
            {
                if (mSpeech == null)
                {
                    mSpeech = mNewSpeeches.Dequeue();
                    yield return(StartCoroutine(StartSpeech(mSpeech)));
                }
                if (mSpeech.speech == null)
                {
                    Debug.Log("Dispatched speech was null");
                    yield break;
                }
                //give this speech
                State.GivingSpeech   = true;
                State.LastSpeechPage = -1;
                string pageText     = string.Empty;
                float  pageDuration = 0.0f;
                while (State.GivingSpeech)
                {
                    if (mInterruptionRequest)
                    {
                        if (mSpeech.speech.CanBeInterrupted)                            //interrupt this speech and clear the rest
                        //speeches will all stop after the next loop
                        {
                            yield return(StartCoroutine(InterruptSpeech(mSpeech)));

                            mNewSpeeches.Clear();
                        }
                        mInterruptionRequest = false;
                    }
                    else                        //getting next page of speech
                    {
                        bool isFinished = mSpeech.speech.GetPage(ref pageText, ref pageDuration, ref State.LastSpeechPage, true);
                        if (State.LastSpeechPage >= 0)
                        {
                            //Debug.Log ("Putting speech on page");
                            if (Player.Local.Surroundings.IsSoundAudible(worlditem.tr.position, mSpeech.speech.AudibleRange))
                            {
                                //player can hear speech, put it on screen
                                //Debug.Log ("Speech is audible");
                                Motile motile = worlditem.Get <Motile> ();
                                FXManager.Get.SpawnFX(motile.Body.Transforms.HeadTop.gameObject, "SpeakEffect", Vector3.zero);
                                NGUIScreenDialog.AddSpeech(pageText, worlditem.DisplayName, pageDuration);
                            }
                            //TEMP - implement listener target on pages
                            mSpeechBubble.NextPage("[Random]");
                            double waitUntil = Frontiers.WorldClock.AdjustedRealTime + pageDuration;
                            while (Frontiers.WorldClock.AdjustedRealTime < waitUntil)
                            {
                                yield return(null);
                            }
                        }

                        if (isFinished)
                        {
                            //Debug.Log ("Finished");
                            var finishSpeech = FinishSpeech(mSpeech);
                            while (finishSpeech.MoveNext())
                            {
                                yield return(finishSpeech.Current);
                            }
                            mSpeech            = null;
                            State.GivingSpeech = false;
                        }
                    }
                    //we're done giving the speech
                }
            }
            mGivingSpeeches = false;
            yield break;
        }