Ejemplo n.º 1
0
    public void OnGUI()
    {
        if (!_playerInTrigger ||
            _doorIsPaused)
        {
            return;
        }

        GUI.skin = Skin;
        if (TransitOnTriggerEntry)
        {
            if (DebugMode)
            {
                Debug.Log("Due to Transit on Trigger Entry flag, transiting from door " + gameObject.name);
            }

            StartCoroutine(BeginTransition());
            return;
        }

        if (EnterButton.IsClicked() ||
            Input.GetButtonUp("Interact"))
        {
            if (DebugMode)
            {
                Debug.Log("Enter button was clicked for Door: " + gameObject.name);
            }

            StartCoroutine(BeginTransition());
        }
    }
Ejemplo n.º 2
0
    public void OnGUI()
    {
        if (!_showButton)
        {
            return;
        }

        GUI.skin = Skin;
        if (TalkButton.IsClicked() ||
            Input.GetButtonUp("Interact"))
        {
            if (DebugMode)
            {
                Debug.Log("Entity flagged as being able to talk...");
            }

            _showButton = false;
            CanTalk     = true;
        }
    }
Ejemplo n.º 3
0
    public void OnGUI()
    {
        if (!_showGUI ||
            _teleporterIsPaused)
        {
            return;
        }

        GUI.skin = Skin;
        if (EnterButton.IsClicked() ||
            Input.GetButtonUp("Interact"))
        {
            if (DebugMode)
            {
                Debug.Log("Enter button was clicked for Teleporter: " + gameObject.name);
            }

            CheckIfTransitionOccurred();
        }
    }
Ejemplo n.º 4
0
    public void OnGUI()
    {
        switch (_Phase)
        {
        case SpeechPhase.CanTalk:
            GUI.skin = MapSkin;
            if (SpeechNotice.IsClicked())
            {
                _Maestro.PlaySoundEffect(ButtonSound);

                _Phase         = SpeechPhase.Conversation;
                _DialogueIndex = _DialogueStartIndex;
                TransitionTextbox();
            }
            break;

        case SpeechPhase.Conversation:
            GUI.skin = DialogueSkin;
            TextBackground.DrawMe();
            Speaker.DrawMe();
            Content.DrawMe();

            for (int i = 0; i < DialogueLines[_DialogueIndex].Buttons.Count; i++)
            {
                DialogueButton button = DialogueLines[_DialogueIndex].Buttons[i];
                if (button.Button.IsClicked())
                {
                    _Maestro.PlaySoundEffect(ButtonSound);

                    _DialogueIndex      = button.DialogueIndex;
                    _DialogueStartIndex = button.NewDialogueStartIndex;
                    TransitionTextbox();
                }
            }
            break;

        default:
            break;
        }
    }