Example #1
0
    /// <summary>
    /// Plays the next cutscene element.
    ///
    /// </summary>
    public void playNext()
    {
        // increment the cutscene counter
        cutscenePosition++;
        currentChar = 0;

        if (cutscenePosition <= cutsceneElements.Count)
        {
            CutsceneElement currentCutsceneElement = cutsceneElements[cutscenePosition - 1];

            if (currentCutsceneElement.hasDialog)
            {
                setDialogVisibility(true);
                dialogSpeakerText.text = currentCutsceneElement.speakerName;
            }
            else
            {
                setDialogVisibility(false);
            }
        }
        else
        {
            setDialogVisibility(false);
        }

        //notify registered listeners of the new position
        if (OnCutsceneChange != null)
        {
            OnCutsceneChange(cutscenePosition);
        }
    }
Example #2
0
    /// <summary>
    /// Parses a scene element from a given string, and returns the result
    /// </summary>
    /// <returns>The scene element.</returns>
    /// <param name="line">The line to parse</param>
    private CutsceneElement readSceneElement(string line)
    {
        CutsceneElement newElement = new CutsceneElement();

        // if the line is not denoted as blank, OR commented out
        if (line != "***")
        {
            string[] splitLine = line.Split(new char[] { ':' }, 2);

            // should the player be allowed to advance manually?
            if (splitLine[0][0] == '*')
            {
                newElement.allowPlayerAdvance = false;
                newElement.speakerName        = splitLine [0].Substring(1).Trim();
            }
            else
            {
                newElement.speakerName = splitLine [0].Trim();
            }

            newElement.hasDialog = true;

            newElement.dialogText = splitLine [1].Trim();
        }

        return(newElement);
    }
Example #3
0
	/// <summary>
	/// Parses a scene element from a given string, and returns the result
	/// </summary>
	/// <returns>The scene element.</returns>
	/// <param name="line">The line to parse</param>
	private CutsceneElement readSceneElement(string line) {

		CutsceneElement newElement = new CutsceneElement();

		// if the line is not denoted as blank, OR commented out
		if (line != "***") {
			string[] splitLine = line.Split (new char[] {':'}, 2);

			// should the player be allowed to advance manually?
			if(splitLine[0][0] == '*') {
				newElement.allowPlayerAdvance = false;
				newElement.speakerName = splitLine [0].Substring(1).Trim ();
			} else {
				newElement.speakerName = splitLine [0].Trim ();
			}

			newElement.hasDialog = true;

			newElement.dialogText = splitLine [1].Trim ();
		}

		return newElement;

	}