Example #1
0
    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));
    }
Example #2
0
    // 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();
    }
Example #3
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(new string[] { "Uwah, I'm so sorry :( Would you like to sign up to use our services?", "Hmmmm... Ok!", "Nah." });
 }
Example #4
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, fill this report in, please!");
     DialogueUtility.PickUpClipboard(2);
 }
Example #5
0
 // 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);
 }
Example #6
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.SetDialogue2(new string[] { "So, what would you like to do?", "Check Current Range.", "Set Date Range.", "Report Rat.", "Nothing." });
 }
Example #7
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, fill this report in, please!");
     DialogueUtility.dateRangePanel.SetActive(true);
 }
Example #8
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) {
    //
    //}

    // 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);
    }
Example #9
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(new string[] { "Huh... Something didn't work. Can you try again?", "Why not.", "Eh, I'm good actually" });
 }
Example #10
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("I see...");
 }
Example #11
0
    // 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();
    }
Example #12
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.PutDownClipboard();
     DialogueUtility.signedIn = true;
     DialogueUtility.SetDialogue("Lovely<3.");
 }
 public void SetDateRange()
 {
     DialogueUtility.SetDateRange();
 }
Example #14
0
 // 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);
 }
Example #15
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(new string[] { "Hmmmm, something went wrong. Do you want to try again?", "Sure, ok!", "No thanks." });
 }
Example #16
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("Your date range is " + DialogueUtility.fromDate + " to " + DialogueUtility.toDate);
 }
Example #17
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(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);
 }
Example #19
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 :)");
 }