Ejemplo n.º 1
0
 private void OnGameStateChangedHandler(GameManager.GameState current, GameManager.GameState previous)
 {
     if (current == GameManager.GameState.DIALOUGE && previous == GameManager.GameState.MEETING_PROJECT)
     {
         isProjectDailogue         = true;
         _projectDialogue_Template = _dialougeManager.ProjectDialogue_Template;
         _currentNpcProfile        = _dialougeManager.CurrentNpcProfile;
         _currentNameNpc           = _dialougeManager.CurrentNameNpc;
         dialogues        = _projectDialogue_Template.Dialogues;
         maxDialouge      = dialogues.Count;
         countDialouge    = 0;
         condition_event  = CreateEvent.Null;
         _npcImage.sprite = _currentNpcProfile;
         _npcNameTMP.text = _currentNameNpc;
     }
     else if (current == GameManager.GameState.DIALOUGE && previous == GameManager.GameState.PLACE)
     {
         isProjectDailogue             = false;
         _currentDialoguesNPC_Template = _dialougeManager.CurrentDialoguesNPC_Template;
         _currentNpcProfile            = _dialougeManager.CurrentNpcProfile;
         _currentNameNpc  = _dialougeManager.CurrentNameNpc;
         dialogues        = _currentDialoguesNPC_Template.DialoguesList;
         maxDialouge      = dialogues.Count;
         countDialouge    = 0;
         condition_event  = _currentDialoguesNPC_Template.Condition_event;
         _npcImage.sprite = _currentNpcProfile;
         _npcNameTMP.text = _currentNameNpc;
     }
 }
Ejemplo n.º 2
0
    public Dictionary <string, List <DialoguesNPC_Template> > Interpert()
    {
        if (!ReferenceEquals(dialoguesNPC_Loading, null))
        {
            Dictionary <string, List <DialoguesNPC_Template> > dic = new Dictionary <string, List <DialoguesNPC_Template> >();

            #region Instace NPC

            #region NPC1
            List <DialoguesNPC_Template> DialogueNpc1List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC2
            List <DialoguesNPC_Template> DialogueNpc2List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC3
            List <DialoguesNPC_Template> DialogueNpc3List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC4
            List <DialoguesNPC_Template> DialogueNpc4List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC5
            List <DialoguesNPC_Template> DialogueNpc5List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC6
            List <DialoguesNPC_Template> DialogueNpc6List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC7
            List <DialoguesNPC_Template> DialogueNpc7List = new List <DialoguesNPC_Template>();
            #endregion

            #region NPC8
            List <DialoguesNPC_Template> DialogueNpc8List = new List <DialoguesNPC_Template>();
            #endregion


            #endregion

            foreach (KeyValuePair <string, string> line in dialoguesNPC_Loading.textLists)
            {
                DialoguesNPC_Template dialogue = null;

                string key   = line.Key;
                string value = line.Value;

                dialogue = CreateTemplate(value);

                if (!ReferenceEquals(dialogue, null))
                {
                    if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId001))
                    {
                        DialogueNpc1List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId002))
                    {
                        DialogueNpc2List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId003))
                    {
                        DialogueNpc3List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId004))
                    {
                        DialogueNpc4List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId005))
                    {
                        DialogueNpc5List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId006))
                    {
                        DialogueNpc6List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId007))
                    {
                        DialogueNpc7List.Add(dialogue);
                    }
                    else if (dialogue.Npc_id.Equals(ConvertType.INST_SET_NpcId008))
                    {
                        DialogueNpc8List.Add(dialogue);
                    }
                }
            }

            dic.Clear();
            dic.Add(ConvertType.INST_SET_NpcId001, DialogueNpc1List);
            dic.Add(ConvertType.INST_SET_NpcId002, DialogueNpc2List);
            dic.Add(ConvertType.INST_SET_NpcId003, DialogueNpc3List);
            dic.Add(ConvertType.INST_SET_NpcId004, DialogueNpc4List);
            dic.Add(ConvertType.INST_SET_NpcId005, DialogueNpc5List);
            dic.Add(ConvertType.INST_SET_NpcId006, DialogueNpc6List);
            dic.Add(ConvertType.INST_SET_NpcId007, DialogueNpc7List);
            dic.Add(ConvertType.INST_SET_NpcId008, DialogueNpc8List);

            if (!ReferenceEquals(dic, null))
            {
                return(dic);
            }
        }

        return(null);
    }