/// <summary>
        /// Plays the next dialogue in the queue
        /// </summary>
        protected virtual IEnumerator PlayNextDialogue()
        {
            if (_dialogueBox == null)
            {
                yield break;
            }

            // Check if the item is already given, if so we change the dialogue
            if (giveItem && itemGiven)
            {
                if (toggle)
                {
                    ObjectToToggle.gameObject.SetActive(!toggle);
                }
                giveItem = false;
                Dialogue = FinalDialogue;
            }

            // If a item is needed we call the dedicated coroutine
            if (needItem)
            {
                StartCoroutine(NeedItem());
            }

            if (_currentIndex != 0)
            {
                _dialogueBox.FadeOut(FadeDuration);
                yield return(_transitionTimeWFS);
            }

            // if we've reached the last dialogue line, we exit
            if (_currentIndex >= Dialogue.Length)
            {
                if (giveItem)
                {
                    if (ItemToGive != null)
                    {
                        ItemToGive.gameObject.SetActive(true);
                        itemGiven = true;
                    }
                }

                _currentIndex = 0;
                Destroy(_dialogueBox.gameObject);
                _collider.enabled = false;
                _activated        = true;

                if (!CanMoveWhileTalking)
                {
                    LevelManager.Instance.UnFreezeCharacters();
                }

                if ((_characterButtonActivation != null))
                {
                    _characterButtonActivation.InButtonActivatedZone = false;
                    _characterButtonActivation.ButtonActivatedZone   = null;
                }

                if (ActivableMoreThanOnce)
                {
                    _activable = false;
                    _playing   = false;
                    StartCoroutine(Reactivate());
                }
                else
                {
                    gameObject.SetActive(false);
                }
                yield break;
            }

            if (_dialogueBox.DialogueText != null)
            {
                _dialogueBox.FadeIn(FadeDuration);
                _dialogueBox.DialogueText.text = Dialogue[_currentIndex];
            }

            _currentIndex++;

            if (!ButtonHandled)
            {
                StartCoroutine(AutoNextDialogue());
            }
        }
Ejemplo n.º 2
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        /// <summary>
        /// Plays the next dialogue in the queue
        /// </summary>
        protected virtual IEnumerator PlayNextDialogue()
        {
            // we check that the dialogue box still exists
            if (_dialogueBox == null)
            {
                yield break;
            }
            // if this is not the first message
            if (_currentIndex != 0)
            {
                // we turn the message off
                _dialogueBox.FadeOut(FadeDuration);
                // we wait for the specified transition time before playing the next dialogue
                yield return(_transitionTimeWFS);
            }

            // if we've reached the last dialogue line, we exit
            if (_currentIndex >= Dialogue.Length)
            {
                _currentIndex = 0;
                Destroy(_dialogueBox.gameObject);
                _collider.enabled = false;
                // we set activated to true as the dialogue zone has now been turned on
                _activated = true;
                // we let the player move again
                if (!CanMoveWhileTalking)
                {
                    LevelManager.Instance.UnFreezeCharacters();
                }
                if ((_characterButtonActivation != null))
                {
                    _characterButtonActivation.InButtonActivatedZone = false;
                    _characterButtonActivation.ButtonActivatedZone   = null;
                }
                // we turn the zone inactive for a while
                if (ActivableMoreThanOnce)
                {
                    _activable = false;
                    _playing   = false;
                    StartCoroutine(Reactivate());
                }
                else
                {
                    gameObject.SetActive(false);
                }
                yield break;
            }

            // we check that the dialogue box still exists
            if (_dialogueBox.DialogueText != null)
            {
                // every dialogue box starts with it fading in
                _dialogueBox.FadeIn(FadeDuration);
                // then we set the box's text with the current dialogue
                _dialogueBox.DialogueText.text = Dialogue[_currentIndex];
            }

            _currentIndex++;

            // if the zone is not button handled, we start a coroutine to autoplay the next dialogue
            if (!ButtonHandled)
            {
                StartCoroutine(AutoNextDialogue());
            }
        }