Example #1
0
    public void TalkCanvasToggle()
    {
        Canvas talkCanvas = GameManager.gm.GetTalkCanvas();

        talkCanvas.gameObject.SetActive(true);

        AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>();

        if (questActive && !calledUpon)
        {
            at.SetComponents(this, this.message);

            johnny.calledUpon = true;
            johnny.DeepTalkBubbleActivate();
        }
        else if (mimi != null && mimi.questActive)
        {
            List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> {
                new AnimatedText.MessagePacket(this, this.firstMimi),
                new AnimatedText.MessagePacket(mimi, mimi.firstRequest),
                new AnimatedText.MessagePacket(this, this.secondMimi),
                new AnimatedText.MessagePacket(mimi, mimi.secondRequest),
                new AnimatedText.MessagePacket(this, this.thirdMimi),
                new AnimatedText.MessagePacket(mimi, mimi.thirdRequest)
            };

            at.SetComponents(survMsgs);

            mimi.UpdateQuestDesc();
        }
    }
Example #2
0
    public void TalkCanvasToggle()
    {
        Canvas talkCanvas = GameManager.gm.GetTalkCanvas();

        talkCanvas.gameObject.SetActive(true);

        AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>();

        if (questActive && !calledUpon)
        {
            at.SetComponents(this, this.message);

            // TODO: Finding clones will become problematic. How are we gonna handle this?
            GameObject mimiObject = GameObject.Find("Mimi(Clone)");
            Mimi       mimi       = mimiObject.GetComponent <Mimi>();
            mimi.calledUpon = true;
            mimi.DeepTalkBubbleActivate();
        }
        else if (maddie.questActive)
        {
            List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> {
                new AnimatedText.MessagePacket(this, this.firstMaddie),
                new AnimatedText.MessagePacket(maddie, maddie.firstRequest),
                new AnimatedText.MessagePacket(this, this.secondMaddie),
                new AnimatedText.MessagePacket(maddie, maddie.secondRequest),
                new AnimatedText.MessagePacket(this, this.thirdMaddie),
                new AnimatedText.MessagePacket(maddie, maddie.thirdRequest)
            };

            at.SetComponents(survMsgs);

            maddie.UpdateQuestDesc();
        }
    }
Example #3
0
    public void TalkCanvasToggle()
    {
        Canvas talkCanvas = GameManager.gm.GetTalkCanvas();

        talkCanvas.gameObject.SetActive(true);

        AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>();

        if (questActive && !calledUpon)
        {
            at.SetComponents(this, this.message);

            // TODO: Finding clones will become problematic. How are we gonna handle this?
            GameObject maddieObject = GameObject.Find("Maddie");
            Maddie     maddie       = maddieObject.GetComponent <Maddie>();

            maddie.calledUpon = true;
            maddie.SetMimi(this);
            maddie.DeepTalkBubbleActivate();
        }
        else if (johnny.questActive)
        {
            List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> {
                new AnimatedText.MessagePacket(this, this.firstJohnny),
                new AnimatedText.MessagePacket(johnny, johnny.firstRequest),
                new AnimatedText.MessagePacket(this, this.secondJohnny)
            };

            at.SetComponents(survMsgs);

            johnny.UpdateQuestDesc();
        }
    }