private void Start() { mainCamera = FindObjectOfType <Camera>(); cameraAnimator = mainCamera.GetComponent <Animator>(); cursor = FindObjectOfType <CursorController>(); dialogueHolder = FindObjectOfType <DialogueHolder>(); }
// Use this for initialization void Start() { thePlayer = FindObjectOfType <PlayerController> (); fading = GetComponent <Fading> (); dMan = FindObjectOfType <DialogueManager> (); dHold = GetComponent <DialogueHolder> (); }
/// <summary> /// After colliding with an npc, use the manager with the the dialogue it holds. /// </summary> /// <param name="dHolder">The NPC's dialogue.</param> public void SetHolder(DialogueHolder dHolder) { if (!dialogueActive) { this.dHolder = dHolder; } }
void Start() { dialogueHolder = gameObject.GetComponentInChildren <DialogueHolder>(); sr = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); sr.color = new Color(1f, 1f, 1f, .5f); }
public void Awake() { string[] dialogueOptionIds = getDialogueOptionIds(4); DialogueHolder dialogueHolder = new DialogueHolder(); DialogueOptionHolder dialogueOptionHolder = new DialogueOptionHolder(); Dialogue rootDialogue = createDialogue("This is a test you butt!", dialogueOptionIds); Dialogue lastDialogue = createDialogue("I new dialogue message you say? Well it worked!", null); dialogueHolder.addDialogue(rootDialogue); dialogueHolder.addDialogue(lastDialogue); dialogueOptionHolder.addDialogueOption(createDialogueOption("Yes!", dialogueOptionIds[0], lastDialogue.id)); dialogueOptionHolder.addDialogueOption(createDialogueOption("No!", dialogueOptionIds[1], lastDialogue.id)); dialogueOptionHolder.addDialogueOption(createDialogueOption("Uh, f**k you!", dialogueOptionIds[2], lastDialogue.id)); dialogueOptionHolder.addDialogueOption(createDialogueOption("...", dialogueOptionIds[3], lastDialogue.id)); FileUtils.writeFile(fileName + ".DialogueHolder.json", dialogueHolder.toJsonString()); FileUtils.writeFile(fileName + ".DialogueOptionHolder.json", dialogueOptionHolder.toJsonString()); dialogueController.setDialogueHolder(dialogueHolder); dialogueController.setDialogueOptionHolder(dialogueOptionHolder); dialogueController.setDialogue(rootDialogue.id); dialogueController.enableUI(true); }
// Use this for initialization void Start() { dPopUp = FindObjectOfType <DialogueHolder>(); thePlayer = FindObjectOfType <PlayerMovement>(); }
// Use this for initialization void Awake() { Instance = this; dialogue = new Dictionary<string, string>(); maleCharacter = new List<string>(); femaleCharacter = new List<string>(); characterNameDictionary = new Dictionary<string, string>(); }
/// <summary> /// MoveToNextDialogue /// Moves to the next dialogue, but does not display it. /// </summary> public void MoveToNextDialogue() { if (currentDialogue == null || currentDialogue.NextDialogue == null) { return; } currentDialogue = currentDialogue.NextDialogue; }
void finishDialogue() { dialogueTextObject.SetActive(false); dialogueCharaObject.SetActive(false); _currentHolder = null; _currentCharaIndex = 0; onDialogueClosed(); }
private static void ResetDialogue() { GameObject NPC = GameObject.Find ("NPCs"); foreach (Transform child in NPC.transform) { DialogueHolder dHolder = child.GetComponent<DialogueHolder> (); if (dHolder != null && !dHolder.enabled) { Debug.Log ("inside dHolder"); dHolder.enabled = true; } } }
public static DialogueHolder createFromJsonString(string json) { SerializableArrayWrapper <Dialogue> wrapper = JsonUtility.FromJson <SerializableArrayWrapper <Dialogue> >(json); DialogueHolder dialogueHolder = new DialogueHolder(); foreach (Dialogue dialogue in wrapper.items) { dialogueHolder.addDialogue(dialogue); } return(dialogueHolder); }
void Start() { dialogueManager = FindObjectOfType <DialogueManager>(); dialogueHolder = FindObjectOfType <DialogueHolder>(); fishing = FindObjectOfType <Fishing>(); //set NPC dialogue to non tutorial dialogue dialogueObj[1].GetComponent <DialogueHolder>().option4 = true; dialogueObj[3].GetComponent <DialogueHolder>().option3 = true; loaded = true; }
// Use this for initialization void Awake() { pos = transform.position; sprite = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); dMAn = FindObjectOfType <DialogueManager>(); dialogue = GetComponent <DialogueHolder>(); waitCounter = waitTime; player = GameObject.Find("Player"); ChooseDirection(); }
void showDialogue(DialogueHolder holder) { dialogueTextObject.SetActive(true); dialogueCharaObject.SetActive(true); _currentHolder = holder; _currentCharaIndex = 0; //drawDialogueText(model.dialogues) showCharaDialogues(); onDialogueOpened(); }
/// <summary> /// StartCutSceneCoroutine /// Start the coroutine that take care of the cutscene. /// </summary> private IEnumerator StartCutSceneCoroutine() { currentDialogue = _cutSceneFirstDialogue; while (currentDialogue != null) { _lastDialogueTimestamp = Time.time; _startingCutSceneText.text = currentDialogue.Dialogue; currentDialogue = currentDialogue.NextDialogue; yield return(new WaitUntil(() => Time.time - _lastDialogueTimestamp > _cutsceneDialogueDuration)); } EndCutScene(); }
/// <summary> /// EndCutScene /// Ends the cutscene at the start of the game. /// </summary> private void EndCutScene() { if (!_cutscenePlayed) { if (_cutSceneCoroutine != null) { StopCoroutine(_cutSceneCoroutine); _cutSceneCoroutine = null; } currentDialogue = _firstDialogueGameplay; _cutscenePlayed = true; CutSceneEnding.Invoke(); } }
public static event Action <NpcBehavior> OnTalkStart; //Announce if the NPC innitiate a talk at Talk() void Start() { dialogueHolderIndex = myLevel; sign = transform.Find("Sign").gameObject; dialogue = GameObject.Find("Dialogue"); dialogueDisplay = dialogue.GetComponent <DialogueDisplay>(); dialogueHolder = GetComponent <DialogueHolder>(); input = GetComponent <PlayerInput>(); DialogueDisplay.OnStartConversation += DisableInput; //Observe if the dialogue ends, enable input DialogueDisplay.OnEndtoNothing += EnableInput; //Observe if the dialogue starts, disable input RoomState.OnRoomLevelUp += NpcLevelup; //Observe if the room level up }
private bool canCheckNewValues; // After a brief timer upon loading into a new scene, this value gets refreshed; this gives objects time to load. void Start() { //Get ready to assign some shit mainCam = GameObject.FindGameObjectWithTag("MainCamera"); playerHolder = GameObject.FindGameObjectWithTag("Player"); gameController = GameObject.FindGameObjectWithTag("GameController"); battTran = gameController.GetComponent <BattleTransitions>(); /*for (int i = 0; i < scripts.Count; i++) * { * dataPaths.Add( Path.Combine(Application.persistentDataPath, "porygon_" + scripts[i].name + ".txt") ); * }*/ dataPath = Path.Combine(Application.persistentDataPath, "porygon.txt"); narrMan = mainCam.GetComponent <NarrativeManager>(); diaHold = mainCam.GetComponent <DialogueHolder>(); player = playerHolder.transform.GetChild(0).gameObject; playerAnim = player.GetComponent <Animator>(); blackScreen = GameObject.FindGameObjectWithTag("BlackScreen").GetComponent <Image>(); //Debug.Log(saveIcon); if (saveIcon == null) { saveIcon = GameObject.FindGameObjectsWithTag("SaveIcon")[0].GetComponent <Image>(); saveIcon.enabled = false; } if (saveIconText == null) { saveIconText = GameObject.FindGameObjectsWithTag("SaveIcon")[1].GetComponent <Image>(); saveIconText.enabled = false; } // Quickly make sure that our louNotesSeen list has the same length as our manually set list. if (louNotesSeen.Count != louNotes.Count) { for (int i = louNotesSeen.Count; i < louNotes.Count; i++) { louNotesSeen.Add(false); } } StartCoroutine(SaveSpin()); }
/// <summary> /// Trie les dialogue holder obtenus grâce à la fonction dans le start /// permet d'aligner les quetes (leurs index) et les pnj (leurs index) /// </summary> public void setIndex() { DialogueHolder dhold2; DialogueHolder temp = dhold[0]; for (int i = 0; i < dhold.Length; i++) { for (int j = 0; j < dhold.Length; j++) { if (quetes[i].indexQuete == dhold[j].QuestIndex) { temp = dhold[i]; dhold[quetes[i].indexQuete] = dhold[j]; dhold[j] = temp; } } } }
public void SetStartDialogue(DialogueHolder currentDialogue) { StopAllCoroutines(); _isEnd = false; _dialogueHolder = currentDialogue; _dialogueIndex = 0; _lineIndex = -1; //Faz a caixa de diálogo aparecer _dialogueBoxAnimator.gameObject.SetActive(true); //Define a aparência do personagem SetSpeakerAppearance(); //Chama o método de imprimir o texto depois de meio segundo de delay, para dar tempo da animação tocar _lineText.text = ""; ShowLine(1); }
}//end of start void Update() { narrObject = FindObject(); if (narrObject != null) { currDia = narrObject.GetComponent <DialogueHolder>(); //ManageLevelEmail(); if (currDia.getDialogueDone() && GameManager.getDeathCount() == 1 && healthEmail != null) { ChangeOpacity(healthEmail, 1.0f); if (healthEmail.transform.childCount >= 1) { healthEmail.transform.GetChild(0).gameObject.GetComponent <Text>().enabled = true; } } //end of outer if } //end of if narrObject if (narrObject != null && manageLvl) { manageLvl = setDifficulty(manageLvl); } }//end of update
void Start() { dialogueHolderIndex = myLevel; sign = transform.Find("Sign").gameObject; dialogue = GameObject.Find("Dialogue"); dialogueDisplay = dialogue.GetComponent <DialogueDisplay>(); dialogueHolder = GetComponent <DialogueHolder>(); questHolder = GetComponent <QuestHolder>(); input = GetComponent <PlayerInput>(); DialogueDisplay.OnStartConversation += DisableInput; //Observe if the dialogue ends, enable input DialogueDisplay.OnEndtoNothing += EnableInput; //Observe if the dialogue starts, disable input RoomState.OnRoomLevelUp += NpcLevelup; //Observe if the room level up RoomState.OnQuesting += QuestSetup; RoomState.OnQuestFail += QuestFailState; RoomState.OnQuestSuccess += QuestSuccess; DialogueDisplay.OnQuestCheck += CheckQuest; DialogueDisplay.OnOffendedCheck += CheckOffended; }
/// <summary> /// dans l'update, la classe Target vérifie si son box collider est en contact avec le joueur pour le récompenser /// et pour s'assurer de n'avoir complété la quête qu'une seule fois. Elle va rendre le pnj inutile inactif /// sans toutefois affecter son dialogue holder qui est nécessaire au bon fonctionnement du programme. /// </summary> private void Update() { if (timer) { timer = false; } if (bc2.IsTouching(questGiver.player.GetComponent <Collider2D>()) && !cond) { DialogueHolder dhold = pnjDebut.GetComponentInChildren <DialogueHolder>(); if (questGiver.quetes[dhold.QuestIndex].isActive) { quete = questGiver.quetes[dhold.QuestIndex]; questGiver.quetes[quete.indexQuete].questEnded = true; cond = true; pnjDebut.GetComponentInChildren <SpriteRenderer>().gameObject.SetActive(false); dhold.canTalk = false; questGiver.OpenQuestWindow(dhold.QuestIndex); } } }
private void Awake() { anim = GetComponentInChildren <Animator>(); dialogue = GetComponent <DialogueHolder>(); }
// Start is called before the first frame update void Start() { dhold = GetComponentInChildren <DialogueHolder>(); }
void Awake() { dialogue = GetComponent <DialogueHolder>(); }
public void GetHolder(DialogueHolder DHolder) { this.DHol = DHolder; }
private void Awake() { instance = this; }
// Use this for initialization void Start() { dHolder = FindObjectOfType <DialogueHolder>(); puerta.GetComponent <SpriteRenderer>().color = new Color32(0, 0, 0, 0); }
void Start() { dialogue = GetComponent <DialogueHolder>(); dialogue.StartDialogue(); }
// Use this for initialization void Start() { holder = FindObjectOfType <DialogueHolder>(); }