// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem> (); renderer = GetComponent<MeshRenderer> (); puzzle = FindObjectOfType<KitchenScript> (); room = FindObjectOfType<RoomScript> (); GameState.Fumes = (GameState.FumesColor) Random.Range (0, get_fumes_count()); switch (GameState.Fumes) { case GameState.FumesColor.Red: dialog.ShowText ("Red fumes wildly dancing on top of the cauldron"); renderer.material = red_cauldron; break; case GameState.FumesColor.Green: dialog.ShowText ("Cauldron spits some green stuff"); renderer.material = green_cauldron; break; case GameState.FumesColor.Yellow: dialog.ShowText ("Cauldron spits some yellow stuff"); renderer.material = yellow_cauldron; break; case GameState.FumesColor.Pink: dialog.ShowText ("Something pinky is cooking"); renderer.material = pink_cauldron; break; default: dialog.ShowText ("You're cannot understand the color of the fumes"); break; } }
// Use this for initialization void Start () { LevelComplete = false; room = FindObjectOfType<RoomScript>(); dialog = FindObjectOfType<DialogSystem>(); Invoke("TimesUp", LevelTime); }
// Use this for initialization void Start() { dialog = FindObjectOfType<DialogSystem>(); room = FindObjectOfType<RoomScript>(); Invoke("Death", PuzzleTime); StartCoroutine(Story()); }
public static DialogSystem GetDialogSystem() { if (dialogSystem == null) { dialogSystem = new DialogSystem(); return dialogSystem; } else { return dialogSystem; } }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem> (); room = FindObjectOfType<RoomScript> (); Intro (); int ingridient1_hide = -1; int ingridient2_hide = -1; while (ingridient1_hide == ingridient2_hide) { ingridient1_hide = Random.Range (0, get_total_ingridients_count()); ingridient2_hide = Random.Range (0, get_total_ingridients_count()); } hide_ingridient (ingridient1_hide); hide_ingridient (ingridient2_hide); LevelComplete = false; }
// Use this for initialization void Start () { room = FindObjectOfType<RoomScript>(); puzzle = FindObjectOfType<KitchenScript> (); dialog = FindObjectOfType<DialogSystem> (); }
void Start() { room = FindObjectOfType<RoomScript>(); dialog = FindObjectOfType<DialogSystem>(); puzzle = FindObjectOfType<CorridorPuzzle>(); }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); dialog = GetComponent <DialogSystem>(); }
void Start() { dialog = FindObjectOfType<DialogSystem>(); Invoke("FuckMyHead", 2); }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem>(); kitchen = FindObjectOfType<KitchenScript> (); }
private void Awake() { Instance = this; }
void Start() { dialog = transform.Find("Dialog").GetComponent <DialogSystem>(); }
void Start() { daehwachang = GameObject.Find("Dialog").GetComponent <DialogSystem>(); ShortDistance = 10000000; ICon = false; }
void Awake() { dialogSystem = FindObjectOfType <DialogSystem>(); }
// Use this for initialization void Start() { parent = GameObject.Find("DialogSystem").GetComponent <DialogSystem> () as DialogSystem; }
void Start() { puzzle = FindObjectOfType<BottlePuzzle>(); dialog = FindObjectOfType<DialogSystem>(); }
void BeginDisplayingMessage() { StartCoroutine(DialogSystem.Instance().DisplayMessageAndChoices(message, new DialogBox.Choice("Chirp?", () => print("Uh huh.")), new DialogBox.Choice("I see, I see.", () => print("No you don't.")))); }
void Start() { dialogSystem = FindObjectOfType <DialogSystem>(); isDialogDisplayed = false; }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem>(); room = FindObjectOfType<RoomScript>(); }
public override void RunAction() { DialogSystem dlg = GameObject.Find("Dialog System").GetComponent <DialogSystem>(); dlg.PauseDialog(); }
void Start() { uiText = this.gameObject.GetComponentInChildren<Text>(); startPosY = this.transform.localPosition.y; uiText.text = ""; dialogSystem = DialogSystem.GetDialogSystem(); showing = false; showingTimer = 0; hiding = false; hidingTimer = 0; }
void Awake() { _dialogSystem = FindObjectOfType <DialogSystem>(); _inputActions = new PlayerInputActions(); }