public void HistorySelectionNext() { switch (currentStep) { case PlayerHistoryStep.HELLCIRCLE: currentStep = PlayerHistoryStep.ALLEGIANCE; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[5])[2], (string)((ArrayList)RefQuestions[5])[3], (string)((ArrayList)RefQuestions[5])[4]); break; case PlayerHistoryStep.ALLEGIANCE: currentStep = PlayerHistoryStep.GENUS; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[6])[2], (string)((ArrayList)RefQuestions[6])[3], (string)((ArrayList)RefQuestions[6])[4]); break; case PlayerHistoryStep.GENUS: currentStep = PlayerHistoryStep.CLASS; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[7])[2], (string)((ArrayList)RefQuestions[7])[3], (string)((ArrayList)RefQuestions[7])[4]); break; case PlayerHistoryStep.CLASS: currentStep = PlayerHistoryStep.IMP; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[8])[2], (string)((ArrayList)RefQuestions[8])[3], (string)((ArrayList)RefQuestions[8])[4]); break; case PlayerHistoryStep.IMP: currentStep = PlayerHistoryStep.ORIGIN; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[9])[2], (string)((ArrayList)RefQuestions[9])[3], (string)((ArrayList)RefQuestions[9])[4]); break; case PlayerHistoryStep.ORIGIN: currentStep = PlayerHistoryStep.TEMPER; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[10])[2], (string)((ArrayList)RefQuestions[10])[3], (string)((ArrayList)RefQuestions[10])[4]); break; case PlayerHistoryStep.TEMPER: currentStep = PlayerHistoryStep.ASTRO; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[11])[2], (string)((ArrayList)RefQuestions[11])[3], (string)((ArrayList)RefQuestions[11])[4]); break; case PlayerHistoryStep.ASTRO: currentStep = PlayerHistoryStep.AFFINITY; //menuGUI.dialogue.UpdateDialogue(true, (string)((ArrayList)RefQuestions[12])[2], (string)((ArrayList)RefQuestions[12])[3], (string)((ArrayList)RefQuestions[12])[4]); break; case PlayerHistoryStep.AFFINITY: currentStep = PlayerHistoryStep.END; break; } if (!(currentStep == PlayerHistoryStep.END)) { GetHistoryUIButtons(); HistoryChoice = 0; } }
public void HistorySelectionBack() { switch (currentStep) { case PlayerHistoryStep.HELLCIRCLE: currentStep = PlayerHistoryStep.START; break; case PlayerHistoryStep.ALLEGIANCE: HistoryChoice = historyChoices.HellCircleChoice; currentStep = PlayerHistoryStep.HELLCIRCLE; break; case PlayerHistoryStep.GENUS: HistoryChoice = historyChoices.AllegianceChoice; currentStep = PlayerHistoryStep.ALLEGIANCE; break; case PlayerHistoryStep.CLASS: HistoryChoice = historyChoices.SpeciesChoice; currentStep = PlayerHistoryStep.GENUS; break; case PlayerHistoryStep.IMP: HistoryChoice = historyChoices.JobChoice; currentStep = PlayerHistoryStep.CLASS; break; case PlayerHistoryStep.ORIGIN: HistoryChoice = historyChoices.ImpChoice; currentStep = PlayerHistoryStep.IMP; break; case PlayerHistoryStep.TEMPER: HistoryChoice = historyChoices.OriginChoice; currentStep = PlayerHistoryStep.ORIGIN; break; case PlayerHistoryStep.ASTRO: HistoryChoice = historyChoices.TemperChoice; currentStep = PlayerHistoryStep.TEMPER; break; case PlayerHistoryStep.AFFINITY: HistoryChoice = historyChoices.AstroChoice; currentStep = PlayerHistoryStep.ASTRO; break; } GetHistoryUIButtons(); }
void Start() { // Récupérer les référentiels RefHellCircles = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='HellCircles' order by Id asc", "BlueStarDataWarehouse.db"); RefAllegiance = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Allegiance' order by Id asc", "BlueStarDataWarehouse.db"); RefGenus = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Genus' order by Id asc", "BlueStarDataWarehouse.db"); RefSpecies = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Species' order by Id asc", "BlueStarDataWarehouse.db"); RefClass = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Class' order by Id asc", "BlueStarDataWarehouse.db"); RefImp = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Imp' order by Id asc", "BlueStarDataWarehouse.db"); RefOrigin = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Origin' order by Id asc", "BlueStarDataWarehouse.db"); RefTemper = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Temper' order by Id asc", "BlueStarDataWarehouse.db"); RefAstro = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Astro' order by Id asc", "BlueStarDataWarehouse.db"); RefAffinity = dataBaseManager.getArrayData("select * from REF_CustomCharacters where ChoiceStage='Affinity' order by Id asc", "BlueStarDataWarehouse.db"); RefQuestions = dataBaseManager.getArrayData("select * from REF_Dialogues where Context='CharacterCreation' order by Id asc", "BlueStarDataWarehouse.db"); RefErrors = dataBaseManager.getArrayData("select * from REF_Dialogues where Context='Errors' order by Id asc", "BlueStarDataWarehouse.db"); //Initialiser le cycle currentStep = PlayerHistoryStep.HELLCIRCLE; //Initialiser les choices à 0 historyChoices.HellCircleChoice = 0; historyChoices.AllegianceChoice = 0; historyChoices.GenusChoice = 0; historyChoices.SpeciesChoice = 0; historyChoices.JobChoice = 0; historyChoices.ImpChoice = 0; historyChoices.OriginChoice = 0; historyChoices.TemperChoice = 0; historyChoices.AstroChoice = 0; historyChoices.AffinityChoice = 0; //Connection vers éléments de l'UI HistorySelection = GetComponent <Canvas> (); for (int i = 0; i < 9; i++) { Choice [i] = ChoiceDisplay.GetComponentsInChildren <Button> () [i]; } GetHistoryUIButtons(); HistorySelection.enabled = false; }
void Start() { currentStep = PlayerHistoryStep.HELLCIRCLE; HistorySelection = GetComponent<Canvas> (); HistoChoiceDescription = HistorySelection.GetComponentInChildren<RectTransform> (); ChoiceDisplay = HistoChoiceDescription.GetComponentInChildren<GridLayoutGroup> (); for (int i=0; i<9; i++) { Choice [i] = ChoiceDisplay.GetComponentsInChildren<Button> () [i]; } for (int i=0; i<10; i++) { HistoryChoiceDisplay [i] = HistorySelection.GetComponentInChildren<Mask> ().GetComponentsInChildren<Text> () [i]; } for (int i=0; i<9; i++) { HistoryChoiceImage [i] = HistorySelection.GetComponentInChildren<Mask> ().GetComponentsInChildren<Image> () [i + 1]; } GetHistoryUIButtons (); HistorySelection.enabled = false; }