Beispiel #1
0
        /// <summary> Handles Clicking an Action Button </summary>
        public void ClickActionButton(int actionIndex)
        {
            parent.DoAction(actionIndex);

            if (mode == InteractableUIMode.GridSelect || mode == InteractableUIMode.ListSelect)
            {
                hideActions();
            }

            else if (mode == InteractableUIMode.Dialogue)
            {
                actionButtons[5].transform.GetComponentInChildren <TMPro.TextMeshProUGUI>().text = actionButtons[actionIndex].GetComponentInChildren <TMPro.TextMeshProUGUI>().text;
                dialogueSelected = true;
                hideActions();
            }

            if (GameManager.Mode == GameMode.Rehearsal)
            {
                if (actionIndex == InteractablePath.NextInteractable.ID.actionID)
                {
                    InteractablePath.GoToNextInteractable();
                }
            }
            else if (GameManager.Mode == GameMode.Recall)
            {
                InteractableLog.Add(parent, parent.ActionIndex);
            }
        }
Beispiel #2
0
        /// <summary> Handles Clicking a Checkmark Button </summary>
        public void onClickCheck()
        {
            SetCheckButtonActive(false);

            if (GameManager.Mode == GameMode.Rehearsal &&
                parent == InteractablePath.NextInteractable &&
                parent.ActionIndex == InteractablePath.NextAction)
            {
                InteractableManager.SetActiveInteractable(parent, parent.ActionIndex);
                progressButton.checkmarkAnimate();
                InteractableLog.Add(parent, parent.ActionIndex);
                InteractablePath.GoToNextInteractable();

                if (mode == InteractableUIMode.NextPrevSelect)
                {
                    progressButton.SetActive(false);
                }
            }
            else if (GameManager.Mode == GameMode.Rehearsal)
            {
                progressButton.exAnimate();
            }
            else if (GameManager.Mode == GameMode.Recall)
            {
                progressButton.checkmarkAnimate();
                InteractableLog.Add(parent, parent.ActionIndex);
            }
        }
Beispiel #3
0
        /// <summary> Handles Clicking a Checkmark Button </summary>
        public void onClickCheck()
        {
            SetCheckButtonActive(false);

            if (GameManager.Mode == GameMode.Rehearsal)
            {
                InteractablePath.GoToNextInteractable();
            }
            else if (GameManager.Mode == GameMode.Recall)
            {
                InteractableLog.Add(parent, parent.currentStateID);
            }
        }
Beispiel #4
0
        /// <summary> Handles Clicking a Checkmark Button </summary>
        public void onClickCheck()
        {
            SetCheckButtonActive(false);

            if (GameManager.Mode == GameMode.Rehearsal)
            {
                InteractablePath.GoToNextInteractable();

                if (mode == InteractableUIMode.NextPrevSelect)
                {
                    actionUI.GetComponentInChildren <ProgressButton>().SetActive(false);
                }
            }
            else if (GameManager.Mode == GameMode.Recall)
            {
                InteractableLog.Add(parent, parent.ActionIndex);
            }
        }
Beispiel #5
0
        /// <summary> Handles Clicking an Action Button </summary>
        public void ClickActionButton(int actionIndex)
        {
            parent.DoAction(actionIndex);

            if (mode == InteractableUIMode.GridSelect || mode == InteractableUIMode.ListSelect)
            {
                hideActions();
            }

            if (GameManager.Mode == GameMode.Rehearsal)
            {
                if (actionIndex == InteractablePath.NextInteractable.ID.actionID)
                {
                    InteractablePath.GoToNextInteractable();
                }
            }
            else if (GameManager.Mode == GameMode.Recall)
            {
                InteractableLog.Add(parent, parent.currentStateID);
            }
        }