public void end_dialogue(Player_InteractionControl player, dialogue_trigger trigger) { animator.SetBool("is_open", false); player.movementEnabled = true; player.dialogueActive = false; trigger.FlipConversationStart(); }
void Start() { origin = transform.localPosition; out_y = -GetComponentInParent <Canvas>().GetComponent <RectTransform>().rect.yMax - GetComponent <RectTransform>().rect.height; transform.localPosition = new Vector3(transform.localPosition.x, out_y, transform.localPosition.z); interactionControl = GetComponentInParent <Player_InteractionControl>(); }
// Start is called before the first frame update void Start() { // "GetComponent" Completes the reference to the components animator = GetComponent <Animator>(); my_rigid_body = GetComponent <Rigidbody2D>(); interactionControl = GetComponent <Player_InteractionControl>(); }
public virtual void Interact(Player_InteractionControl player) { if (!has_conversation_started) { dialogue_script.start_dialogue(dialogue, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); } }
public void start_dialogue(Dialogue dialogue, Player_InteractionControl player, dialogue_trigger trigger) { sentences.Clear(); sentence_done = true; animator.SetBool("is_open", true); name_text.text = dialogue.name; foreach (string sentence in dialogue.sentences) { sentences.Enqueue(sentence); } display_next_sentence(player, trigger); }
public override void Interact(Player_InteractionControl player) { if (!reaction) { if (!has_conversation_started) { dialogue_script.start_dialogue(dialogue, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); if (!player.dialogueActive) { if (listeners.Length != 0) { for (int i = 0; i < listeners.Length; i++) { listeners[i].SetActive(true); } } } } } else { if (!has_conversation_started) { dialogue_script.start_dialogue(reaction_dialogue, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); if (!player.dialogueActive) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1); } } } }
public void Use(Player_InteractionControl player, GameObject currentObject) { if (currentObject == valid_object) { if (!has_conversation_started) { dialogue_script.start_dialogue(use_valid, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); if (!player.dialogueActive) { player.RemoveInventory(); player.useActive = false; player.movementEnabled = true; valid_object.GetComponent <Object_NPC>().reaction = true; valid_object.SendMessage("Interact", player); } } } else { if (!has_conversation_started) { dialogue_script.start_dialogue(use_invalid, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); if (!player.dialogueActive) { player.useActive = false; player.movementEnabled = true; } } } }
public override void Interact(Player_InteractionControl player) { if (!has_conversation_started) { dialogue_script.start_dialogue(dialogue, player, this); player.movementEnabled = false; player.dialogueActive = true; has_conversation_started = true; } else { dialogue_script.display_next_sentence(player, this); if (!player.dialogueActive) { player.AddInventory(); gameObject.SetActive(false); } } }
public void display_next_sentence(Player_InteractionControl player, dialogue_trigger trigger) { Debug.Log("chess"); if (sentence_done && sentences.Count != 0) { sentence_done = false; current_sentence = sentences.Dequeue(); StopAllCoroutines(); StartCoroutine(type_sentence(current_sentence)); } else if (sentences.Count == 0 && sentence_done) { end_dialogue(player, trigger); } else if (!sentence_done) { StopAllCoroutines(); dialogue_text.text = current_sentence; sentence_done = true; } }