void DisplayTextWithTed(string text, TedMoods tedMood) { if (ted != null && !talking) { ted.SetTedSprite(tedMood); } displayText(text); }
//change out ted sprite to match mood public void SetTedSprite(TedMoods mood) { switch (mood) { case TedMoods.Default: tedImg.sprite = normal; break; case TedMoods.LookDownHandUp: tedImg.sprite = lookDownHandUp; break; case TedMoods.LookDownHandUpBlush: tedImg.sprite = lookDownHandUpBlush; break; case TedMoods.LookUpHandUp: tedImg.sprite = lookUpHandUp; break; case TedMoods.LookUp: tedImg.sprite = lookUp; break; case TedMoods.LookUpBlush: tedImg.sprite = lookUpBlush; break; case TedMoods.SquintHandUp: tedImg.sprite = squintHandUp; break; case TedMoods.SquintHandUpBlush: tedImg.sprite = squintHandUpBlush; break; case TedMoods.Surprised: tedImg.sprite = surprised; break; case TedMoods.Disappointed: tedImg.sprite = disappointed; break; case TedMoods.Satisfied: tedImg.sprite = satisfied; break; case TedMoods.LeanForward: tedImg.sprite = leanForward; break; case TedMoods.Pleased: tedImg.sprite = pleased; break; case TedMoods.Uncertain: tedImg.sprite = uncertain; break; case TedMoods.Happy: tedImg.sprite = happy; break; } }
//add sprites to ted queue public void FeedTed(TedMoods ted) { allTeds.Enqueue(ted); }