Beispiel #1
0
    //Here I'm assigning the variable a new component of its required type
    void Start()
    {
        dialogue = gameObject.AddComponent <VIDE_Data>(); //Automatically adding the VIDE_Data component
        dialogue.OnActionNode += ActionHandler;           //Subscribe to listen to triggered actions
        dialogue.OnLoaded     += OnLoadedAction;          //Subscribe
        dialogue.LoadDialogues();                         //Load all dialogues to memory so that we dont spend time doing so later

        //Remember you can also manually add the VIDE_Data script as a component in the Inspector,
        //then drag&drop it on your 'dialogue' variable slot
    }
Beispiel #2
0
    void Awake()
    {
        if (_instance)
        {
            Debug.LogError("Should not be 2 conversation ui managers in scene");
        }
        _instance = this;

        _currentDialogue = gameObject.AddComponent <VIDE_Data>();
        _currentDialogue.LoadDialogues();
    }
    void Start()
    {
        coolDownTimer = coolDown;
        positionIni   = Mask.transform.position;
        position      = Mask.transform.position;

        gameObject.AddComponent <VIDE_Data>();


        VIDE_Data.LoadDialogues(); //Load all dialogues to memory so that we dont spend time doing so later
        VIDE_Data.BeginDialogue(GetComponent <VIDE_Assign>());
        Photo   = gameObject.GetComponentInChildren <CapturePhotoIntro>(true);
        npcText = gameObject.GetComponentInChildren <Text>(true);
        action  = true;
        etape   = 0;

        npcText.text = "Bonjour";
        etatMask     = 0;
    }
Beispiel #4
0
    public override void OnInspectorGUI()
    {
        d = (VIDE_Data)target;
        GUIStyle b = new GUIStyle(GUI.skin.GetStyle("Label"));

        b.fontStyle = FontStyle.Bold;

        if (EditorApplication.isPlaying)
        {
            if (d.isLoaded)
            {
                GUILayout.Box("Active: " + d.diags[d.currentDiag].name, GUILayout.ExpandWidth(true));
            }
            else
            {
                GUILayout.Box("No dialogue Active", GUILayout.ExpandWidth(true));
            }

            scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUI.skin.GetStyle("Box"), GUILayout.ExpandWidth(true), GUILayout.Height(400));
            for (int i = 0; i < d.diags.Count; i++)
            {
                if (!d.diags[i].loaded)
                {
                    GUILayout.BeginHorizontal();
                    EditorGUILayout.LabelField(i.ToString() + ". " + d.diags[i].name + ": NOT LOADED");
                    if (d.isLoaded)
                    {
                        GUI.enabled = false;
                    }
                    if (GUILayout.Button("Load!"))
                    {
                        d.LoadDialogues(d.diags[i].name, "");
                    }
                    GUI.enabled = true;
                    GUILayout.EndHorizontal();
                }
                else
                {
                    EditorGUILayout.LabelField(i.ToString() + ". " + d.diags[i].name + ": LOADED", b);
                }
            }
            EditorGUILayout.EndScrollView();

            EditorGUILayout.BeginHorizontal();

            if (d.isLoaded)
            {
                GUI.enabled = false;
            }

            if (GUILayout.Button("Load All"))
            {
                d.LoadDialogues();
            }
            if (GUILayout.Button("Unload All"))
            {
                d.UnloadDialogues();
            }

            GUI.enabled = true;

            EditorGUILayout.EndHorizontal();
        }
        else
        {
            GUILayout.Label("Enter PlayMode to display loaded/unloaded information");
        }
    }
Beispiel #5
0
 //Here I'm assigning the variable a new component of its required type
 void Start()
 {
     VIDE_Data.OnActionNode += ActionHandler;  //Subscribe to listen to triggered actions
     VIDE_Data.OnLoaded     += OnLoadedAction; //Subscribe
     VIDE_Data.LoadDialogues();                //Load all dialogues to memory so that we dont spend time doing so later
 }