//starting event should stop map controller from moving //combat should also stop map movement public void StartEvent(EventDialogue e) { currentEvent = e; gameObject.SetActive(true); characterSelection.Init(state.ally); text.ClearDialogue(); foreach (string s in currentEvent.dialogueText) { text.CreateDialogue(s); } foreach (EventChoice c in currentEvent.choices) { text.CreateChoice(c); } text.NextLine(); }
void OnGUI() { currObject = (GameObject)EditorGUILayout.ObjectField("Game Object to Save/Load Tree", currObject, typeof(GameObject), true); if (currObject != null) { currDialogue = currObject.GetComponent <DialogueList>(); } if (windowsToAttach.Count == 2) { attachedWindows.Add(windowsToAttach[0]); attachedWindows.Add(windowsToAttach[1]); windowsToAttach = new List <int>(); } if (attachedWindows.Count >= 2) { for (int i = 0; i < attachedWindows.Count; i += 2) { DrawNodeCurve(windows[attachedWindows[i]], windows[attachedWindows[i + 1]]); } } BeginWindows(); if (GUILayout.Button("Create Node")) { windows.Add(new Rect(100, 100, 200, 200)); dialogues.Add("Insert dialogue here"); } for (int i = 0; i < windows.Count; i++) { windows[i] = GUI.Window(i, windows[i], DrawNodeWindow, "Window " + i); } if (GUILayout.Button("Save Dialogue List")) { currDialogue.SaveDialogueList(); Debug.Log("Saved current dialogue"); } if (GUILayout.Button("Clear Dialogue List")) { List <string> currD = currDialogue.ClearDialogue(); currDialogue.SaveDialogueList(); Debug.Log("cleared: " + currD); } if (GUILayout.Button("Load Dialogue")) { //DialogueManager diaManager = GameObject.FindObjectOfType<DialogueManager>(); currDialogue = currObject.GetComponent <DialogueList>(); Dictionary <int, List <string> > loadedDict = currDialogue.LoadDialogueList(); List <string> loadedDialogue = loadedDict[currDialogue.getID()]; if (loadedDialogue == null || loadedDialogue.Count <= 0) { Debug.LogError("Cannot load dialogue. Either null or 0"); } //print dialogue for (int i = 0; i < loadedDialogue.Count; i++) { Debug.Log(loadedDialogue[i]); } } EndWindows(); }