private void init() { // get current game state (store in GameManager) GM_obj = GameObject.Find("GameManager"); GM = GM_obj.GetComponent <GameManager>(); script_obj = GameObject.Find("Script"); win_fun = script_obj.GetComponent <DisplayDialogue>(); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { DisplayDialogue.ActivateText(textToDisplay, fadeTimer); Destroy(this); } }
// Update is called once per frame void Update() { Debug.Log("this.enabled"); Debug.Log(GameManager.GM.get_state()); if (GameManager.GM.get_state() == GameState.SCENE3_5) { Debug.Log("change2"); script_obj = GameObject.Find("Script"); change_scene = script_obj.GetComponent <ChangeScene>(); change_scene.enable_scene_state = GameState.SCENE4; win_fun = script_obj.GetComponent <DisplayDialogue>(); win_fun.dialogue_filename = "scene3_5.txt"; win_fun.next_state = GameState.SCENE4; win_fun.enabled = true; } this.enabled = false; return; }
void init(string file_name, GameState state) { if (init_flag) { begin_time = Time.time; fadeImage.gameObject.SetActive(true); init_flag = false; Image_color = fadeImage.color; //find displaydialogue function script_obj = GameObject.Find("Script"); win_fun = script_obj.GetComponent <DisplayDialogue>(); //set up function argv win_fun.dialogue_filename = file_name; win_fun.next_state = state; //set up GM to infinite display GameManager.GM.dis_time = 100000; //set up text window TextWindow.fontSize = 30; TextWindow.rectTransform.sizeDelta = new Vector2(400, 500); win_fun.enabled = true; } }
private void Awake() { dialogueBox = GameObject.Find("DialogueBox").GetComponent <Image>(); dialogue = this; dialogueText = GetComponent <TextMeshProUGUI>(); }