private void Init(string identifier, List <NarrationInfo> list) { narrativeIdentifier = identifier; narrationInfoList = list; currentNarrationFrameIndex = -1; teleType = dialogText.GetComponent <TeleType>(); SetupView(); ShowNextFrame(); }
// Use this for initialization void Start() { teleType = demoText.GetComponent <TeleType>(); starScaler = stars.GetComponent <StarScaler>(); if (!demoText) { Debug.Log("DemoText Game Object not set..."); } StartCoroutine("DemoSequence"); }
private void SystemTimer_Tick(object sender, EventArgs e) { byte chr; int value; Address4.Value(Computer.Address[3]); Address3.Value(Computer.Address[2]); Address2.Value(Computer.Address[1]); Address1.Value(Computer.Address[0]); Data2.Value(Computer.Data[1]); Data1.Value(Computer.Data[0]); TapeCounter.Text = Computer.TapeDeck.TapeCounter().ToString(); chr = Computer.TeleType.NextPrintByte(); while (chr != 0) { TeleType.AppendText(((char)chr).ToString()); if (tapePunch.Running) { tapePunch.Punch(chr); } chr = Computer.TeleType.NextPrintByte(); } if (tapeReader.Running) { value = tapeReader.Next(); if (value >= 0) { Computer.TeleType.Send((byte)value); } } if (Computer.cpu.Debug && !Computer.cpu.NextStep && !singleStepRead) { DebugA.Text = Computer.cpu.ac.ToString("X2"); DebugX.Text = Computer.cpu.x.ToString("X2"); DebugY.Text = Computer.cpu.y.ToString("X2"); DebugPC.Text = Computer.cpu.pc.ToString("X2"); DebugS.Text = Computer.cpu.sp.ToString("X2"); FlagN.Visible = ((Computer.cpu.flags & 0x80) == 0x80); FlagV.Visible = ((Computer.cpu.flags & 0x40) == 0x40); FlagB.Visible = ((Computer.cpu.flags & 0x10) == 0x10); FlagD.Visible = ((Computer.cpu.flags & 0x08) == 0x08); FlagI.Visible = ((Computer.cpu.flags & 0x04) == 0x04); FlagZ.Visible = ((Computer.cpu.flags & 0x02) == 0x02); FlagC.Visible = ((Computer.cpu.flags & 0x01) == 0x01); DebugOutput.AppendText(Computer.cpu.DebugOutput + "\r\n"); singleStepRead = true; } }
public static string Name(this TeleType type) { switch (type) { case TeleType.Next: return("Next Level"); case TeleType.Misc: return("Misc Location"); case TeleType.WP: return("Waypoint"); case TeleType.Prev: return("Previous Level"); default: break; } return("<Unknown>"); }
/// <summary> /// Teleports an entity to a specified destination /// </summary> /// <param name="entity">The entity to teleport</param> /// <param name="Destination">The destination of the entity</param> /// <param name="teleType">How fast the teleportation should take</param> /// <param name="teleportColor">The color of the teleportation effects</param> /// <param name="flashSprite">Whether the sprite on the entity should flash or not. This only works if the entity has a <see cref="SpriteRenderer"/> and a <see cref="WeaverCore.Components.SpriteFlasher"/> If a <see cref="WeaverCore.Components.SpriteFlasher"/> is not already on the entity, one will be created</param> /// <param name="playEffects">Whether the teleportation effects should be played.</param> /// <returns>Returns the amount of time the teleportation will take. You can use this if you want to wait until the teleportation is done</returns> public static float TeleportEntity(GameObject entity, Vector3 Destination, TeleType teleType = TeleType.Quick, Color teleportColor = default(Color), bool flashSprite = true, bool playEffects = true, float audioPitch = 1f) { float inTime = 0.0f; float outTime = 0.0f; switch (teleType) { case TeleType.Quick: inTime = 0.0f; outTime = 0.1f; break; case TeleType.Delayed: inTime = 0.05f; outTime = 0.1f; break; default: break; } return(TeleportEntity(entity, Destination, inTime, outTime, teleportColor, flashSprite, playEffects, audioPitch)); }
private void TeletypeClearButton_Click(object sender, EventArgs e) { TeleType.Clear(); }
public void ManageTele(TeleType type) { if (IsTeleporting) { return; } Level lvl; if (!game.GetPlayerLevel(out lvl)) { return; } if (game.HasSkill(SkillType.Teleport)) { Logger.AutoTele.Log(game, LogType.Warning, "You don't have teleport skill."); return; } var p = TeleportInfo.Vectors[lvl.dwLevelNo * 4 + (uint)type].Clone(); var areas = new List <uint>(); areas.Add(lvl.dwLevelNo); if (lvl.dwLevelNo == (uint)Map.A2_CANYON_OF_THE_MAGI) { if (p.Type == TeleportTargetType.None && p.Id == 0) { var pMisc = lvl.pMisc; if (pMisc != 0) { var misc = game.Debugger.Read <ActMisc>(pMisc); if (misc.dwStaffTombLevel != 0) { p.Type = TeleportTargetType.Exit; p.Id = misc.dwStaffTombLevel; } } } } else if (lvl.dwLevelNo == (uint)Map.A1_COLD_PLAINS) { } else if (lvl.dwLevelNo == (uint)Map.A4_THE_CHAOS_SANCTUARY && p.Id2 >= 1337 && p.Id2 <= 1341) { /*if (CSID == 3) * CSID = 0; * else ++CSID; * * p.Id = */ } if (p.Id == 0) { Logger.AutoTele.Log(game, LogType.Warning, "There is no \"{0}\" path for current level.", type.Name()); return; } if (p.Area != 0) { areas.Add((byte)p.Area); } doInteract = false; if (p.Type == TeleportTargetType.Exit) { var g_collisionMap = game.MapHandler.GetCollisionData(areas.ToArray()); if (!g_collisionMap.m_map.IsCreated()) { return; } var ExitArray = game.MapHandler.GetLevelExits(areas[0]); if (ExitArray.Count == 0) { return; } foreach (var exit in ExitArray) { if (exit.dwTargetLevel == p.Id) { var pLevelTxt = game.Debugger.Call <IntPtr>(D2Common.GetLevelText, MagicConvention.StdCall, p.Id); var lvltext = game.Debugger.Read <LevelTxt>(pLevelTxt); doInteract = false; if (exit.dwType == (uint)ExitType.Tile) { doInteract = true; interactType = TeleportTargetType.Tile; interactRoom = exit.pRoom2; } var nodes = MakePath(exit.ptPos.X, exit.ptPos.Y, areas, exit.dwType == (uint)ExitType.Level); if (nodes != 0) { Logger.AutoTele.Log(game, LogType.None, "Going to {0}, {1} nodes.", lvltext.szName, nodes); } else { Logger.AutoTele.Log(game, LogType.Warning, "Failed to calculate path to {0}.", lvltext.szName); } break; } } return; } if (p.Type == TeleportTargetType.XY) { doInteract = false; if (p.Id == 0 || p.Id2 == 0) { Logger.AutoTele.Log(game, LogType.Warning, "Failed to make path to \"{0}\" point.", type.Name()); return; } var nodes = MakePath((int)p.Id, (int)p.Id2, areas, false); if (nodes != 0) { Logger.AutoTele.Log(game, LogType.None, "Going to \"{0}\" X: {1}, Y: {2}, {3} nodes.", type.Name(), p.Id, p.Id2, nodes); } else { Logger.AutoTele.Log(game, LogType.Warning, "Failed to make path to \"{0}\" point.", type.Name()); } return; } var presetUnit = FindPresetLocation((uint)p.Type, p.Id, areas[areas.Count - 1]); if (!presetUnit.IsEmpty) { if (p.Type == TeleportTargetType.Tile || p.Type == TeleportTargetType.Object && p.Id == 298) { doInteract = true; } else if (p.Type == TeleportTargetType.Object && waypoints.Contains(p.Id)) { doInteract = true; } var nodes = MakePath(presetUnit.X, presetUnit.Y, areas, false); if (nodes != 0) { if (p.Type == TeleportTargetType.Object) { var pObjectTxt = game.Debugger.Call <IntPtr>(D2Common.GetObjectTxt, MagicConvention.StdCall, p.Id); var txt = game.Debugger.Read <ObjectTxt>(pObjectTxt); Logger.AutoTele.Log(game, LogType.None, "Going to {0}, {1} nodes.", txt.szName, nodes); } interactType = p.Type; } else { Logger.AutoTele.Log(game, LogType.Warning, "Failed to make path to \"{0}\" point.", type.Name()); } } else { Logger.AutoTele.Log(game, LogType.Warning, "Failed to make path to \"{0}\" point.", type.Name()); } }
// Start is called before the first frame update void Start() { interactable = false; script = textBubble.GetComponent <TeleType>(); }
// Start is called before the first frame update void Awake() { roomNavigation = GetComponent <RoomNavigation>(); textInput = GetComponent <TextInput>(); interactableItems = GetComponent <InteractableItems>(); registerObjects = GetComponent <RegisterObjects>(); registerRooms = GetComponent <RegisterRooms>(); map = GetComponent <MiniMap>(); debugClass = GetComponent <DebugMode>(); additionalNarrations = GetComponent <AdditionalNarrations>(); npcTalk = GetComponent <NPCTalk>(); npcInteraction = GetComponent <NPCInteraction>(); demoScript = GetComponent <DemoScript>(); achievements = GetComponent <Achievements>(); combat = GetComponent <Combat>(); teleType = GetComponent <TeleType>(); introScreen = GetComponent <IntroScreen>(); GameObject.Find("MainScrollRect").GetComponent <ScrollRect>().verticalNormalizedPosition = 0.5f; //enterToContinue = false; //escToContinue = false; //toResumeEscToContinue = false; //exitPopUp = false; debugMode = false; secondQuestActive = false; currentActiveInput = "main"; ego.equippedWeapon = null; ego.equippedArmor = null; ego.equippedShield = null; ego.chosenAction = ""; ego.allStats[0].value = 100; ego.allStats[1].value = 100; ego.allStats[2].value = 100; ego.allStats[3].value = 0; ego.allStats[4].value = 1; ego.allStats[5].value = 0; ego.allStats[6].value = 4; ego.allStats[7].value = 0; ego.allStats[8].value = 1.5f; ego.allStats[9].value = 0; ego.allStats[10].value = 0; for (int i = 0; i < ego.allStats.Length; i++) { ego.allStats[i].effectValue = 0; } ego.activeEffects.Clear(); ego.defeatedBadGuys.Clear(); ego.blueCrystals = 0; ego.bankedCrystals = 0; ego.fightClubRank = 0; ego.fleeLocation = ""; ego.conversation = 0; ego.currentInit = 0; ego.displayAction = ""; ego.chosenAction = ""; ego.chosenItem = null; ego.chosenItem2 = null; ego.chosenTarget = null; ego.potionBelt.Clear(); //enterToContinueDialogue = false; //timeDelay = 1; sentences = new Queue <string>(); pauses = new Queue <int>(); //ego = Instantiate(ego); }