private void GetNextNode()
    {
        if (cs.IsEmpty())
        {
            current_action = null;
            return;
        }

        CutSceneAction a = cs.NextAction();

        if (a is ChoiceAction)
        {
            current_action = a as ChoiceAction;
            dialogpanel.UpdateDialog(current_action);
            choicePanel.InitDialogChoice(current_action as ChoiceAction);
        }
        else if (a is DialogueAction)
        {
            current_action = a as DialogueAction;
            choicePanel.ToggleOff();
            dialogpanel.UpdateDialog(current_action);
        }
        else
        {
            current_action = null;
        }
    }
Example #2
0
    public override void ProcessInput()
    {
        if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0))
        {
            if (cutscene.IsEmpty())
            {
                if (prevStatus == CinematicStatus.DuringBattle)
                {
                    boardManager.turnManager.ActorTakesTurn();

                    csController.ToggleOff();
                    boardManager.ui.ToggleOnBattleUI();
                }
                else if (prevStatus == CinematicStatus.Prebattle)
                {
                    boardManager.InitBattledata();

                    csController.ToggleOff();
                    boardManager.ui.ToggleOnBattleUI();
                }
                else if (prevStatus == CinematicStatus.RelationshipScene)
                {
                    baseMange.inputFSM.SwitchState(new BlockUserInputState());

                    baseMange.baseUI.cutsceneController.ToggleOff();
                    baseMange.baseUI.ExpandMenu();
                }
            }
            else
            {
                CutSceneAction currentNode = cutscene.NextAction();

                if (currentNode is ChoiceAction)
                {
                    if (boardManager == null)
                    {
                        inputFSM.SwitchState(new CutsceneChoiceState(baseMange,
                                                                     (ChoiceAction)currentNode, prevStatus));
                    }
                    else
                    {
                        inputFSM.SwitchState(new CutsceneChoiceState(boardManager,
                                                                     (ChoiceAction)currentNode, prevStatus));
                    }
                }
                else
                {
                    csController.StartCoroutine(currentNode.ExecuteAction(csController));
                }
            }
        }
    }
    public void NextNode()
    {
        if (cs.IsEmpty() == false)
        {
            currentAction = cs.NextAction();
            NewInput();
        }
        else
        {
            //the cutscene is done
            //we should re enable all the stuff we disabled before
            //maybe send a signal that the cutscene was played or something so that it doesnt
            //keep playing
            Debug.Log("Attempting to delete game objects");

            Globals.cutsceneData.currentFIle.SwitchScene();

            //ToggleOff();
        }
    }
Example #4
0
    public override void ProcessInput()
    {
        if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0))
        {
            if (relationshipScene.IsEmpty())
            {
                // Go back to our main base set up
                // just switching to the block user state will be enough for now
                // because all the behavior is in the exit method in this state
                baseManager.inputFSM.SwitchState(new BlockUserInputState());
            }

            if (relationshipScene.IsDialogue())
            {
                // process
                //  DialogueAction action = relationshipScene.NextAction() as DialogueAction;
                // dialogPanel.UpdateDialog(action);
            }
        }
    }