void PlayDialogue(string message) { this.EnsureCoroutineStopped(ref typeRoutine); dialogueVertexAnimator.textAnimating = false; List <DialogueCommand> commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage); typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, typingClip[index], EndSentenceAction)); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.PutDownClipboard(); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue(new string[] { "Uwah, I'm so sorry :( Would you like to sign up to use our services?", "Hmmmm... Ok!", "Nah." }); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("Alright, fill this report in, please!"); DialogueUtility.PickUpClipboard(2); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.ExitDialogue(false); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue2(new string[] { "So, what would you like to do?", "Check Current Range.", "Set Date Range.", "Report Rat.", "Nothing." }); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("Alright, fill this report in, please!"); DialogueUtility.dateRangePanel.SetActive(true); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetMap(); DialogueUtility.ReEnterDialogue(); DialogueUtility.dateRangePanel.SetActive(false); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue(new string[] { "Huh... Something didn't work. Can you try again?", "Why not.", "Eh, I'm good actually" }); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("I see..."); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.ReEnterDialogue(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.PutDownClipboard(); DialogueUtility.signedIn = true; DialogueUtility.SetDialogue("Lovely<3."); }
public void SetDateRange() { DialogueUtility.SetDateRange(); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.ClearAllText(); DialogueUtility.ExitDialogue(true); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue(new string[] { "Hmmmm, something went wrong. Do you want to try again?", "Sure, ok!", "No thanks." }); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("Your date range is " + DialogueUtility.fromDate + " to " + DialogueUtility.toDate); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue(new string[] { "Oh, hello! Can you sign in for me?", "Sure!", "I've never been here before..." }); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("Just Fill this in, thanks!"); DialogueUtility.PickUpClipboard(0); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DialogueUtility.SetDialogue("Alright, bye :)"); }