/// <summary> /// Shows the dialog. /// </summary> /// <returns>true</returns> /// <c>false</c> override public bool DoMove() { if (showing) { if (!done && !dialog.Visible) { enemy.MovementComplete(); dialog.HideDialog(); done = true; } } else if (!done) { dialog.ShowDialog(); showing = true; } return(true); }
/// <summary> /// Character leaves the trigger. /// </summary> /// <param name="character">Character. NOTE: This can be null if triggered by something that is not a character.</param> virtual protected bool LeaveTrigger(Character character) { if (enabled && ExitConditionsMet(character)) { if (autoLeaveRoutine != null) { StopCoroutine(autoLeaveRoutine); autoLeaveRoutine = null; } OnTriggerExited(character); for (int i = 0; i < receivers.Length; i++) { if (receivers[i] != null) { // TODO Should only be one implementation of these switch (receivers[i].leaveAction) { case TriggerActionType.SEND_MESSAGE: receivers[i].receiver.SendMessage("EnterTrigger", SendMessageOptions.DontRequireReceiver); break; case TriggerActionType.ACTIVATE_PLATFORM: receivers[i].platform.Activate(character); break; case TriggerActionType.DEACTIVATE_PLATFORM: receivers[i].platform.Deactivate(character); break; case TriggerActionType.ACTIVATE_GAMEOBJECT: receivers[i].receiver.SetActive(true); break; case TriggerActionType.DEACTIVATE_GAMEOBJECT: receivers[i].receiver.SetActive(false); break; case TriggerActionType.CHANGE_CAMERA_ZONE: PlatformCamera.DefaultCamera.ChangeZone(receivers[i].cameraZone); break; case TriggerActionType.SWITCH_SPRITE: SpriteRenderer spriteRenderer = receivers[i].receiver.GetComponentInChildren <SpriteRenderer>(); if (spriteRenderer != null) { spriteRenderer.sprite = receivers[i].newSprite; } else { Debug.LogError("Trigger tried to switch sprite but no SpriteRenderer was found"); } break; case TriggerActionType.SHOW_DIALOG: UIDialog dialog = receivers[i].receiver.GetComponentInChildren <UIDialog>(); if (dialog != null) { dialog.ShowDialog(transform); } else { Debug.LogError("Trigger tried to show dialog but no UIDialog was found."); } break; case TriggerActionType.HIDE_DIALOG: UIDialog dialogToHide = receivers[i].receiver.GetComponentInChildren <UIDialog>(); if (dialogToHide != null) { dialogToHide.HideDialog(); } else { Debug.LogError("Trigger tried to show dialog but no UIDialog was found."); } break; case TriggerActionType.OPEN_DOOR: Door doorToOpen = receivers[i].receiver.GetComponent <Door>(); if (doorToOpen != null) { doorToOpen.Open(character); } else { Debug.LogError("Trigger tried to open door but no Door was found."); } break; case TriggerActionType.CLOSE_DOOR: Door doorToClose = receivers[i].receiver.GetComponent <Door>(); if (doorToClose != null) { doorToClose.Close(character); } else { Debug.LogError("Trigger tried to close door but no Door was found."); } break; case TriggerActionType.ACTIVATE_SPAWN_POINT: RespawnPoint point = receivers[i].receiver.GetComponentInChildren <RespawnPoint>(); if (point != null) { point.SetActive(); } else { Debug.LogError("Trigger tried to activate respawn point but no RespawnPoint was found"); } break; case TriggerActionType.FORWARD: receivers[i].combiner.LeftTrigger(this, character); break; } } } return(true); } return(false); }
/// <summary> /// Character entered proximity. /// </summary> /// <param name="character">Character. NOTE: This can be null if triggered by something that is not a character.</param> virtual protected void EnterTrigger(Character character) { if (enabled && ConditionsMet(character)) { OnTriggerEntered(character); for (int i = 0; i < receivers.Length; i++) { if (receivers[i] != null) { switch (receivers[i].enterAction) { case TriggerActionType.SEND_MESSAGE: receivers[i].receiver.SendMessage("EnterTrigger", SendMessageOptions.DontRequireReceiver); break; case TriggerActionType.ACTIVATE_PLATFORM: receivers[i].platform.Activated = true; break; case TriggerActionType.DEACTIVATE_PLATFORM: receivers[i].platform.Activated = false; break; case TriggerActionType.ACTIVATE_GAMEOBJECT: receivers[i].receiver.SetActive(true); break; case TriggerActionType.DEACTIVATE_GAMEOBJECT: receivers[i].receiver.SetActive(false); break; case TriggerActionType.CHANGE_CAMERA_ZONE: PlatformCamera.DefaultCamera.ChangeZone(receivers[i].cameraZone); break; case TriggerActionType.SWITCH_SPRITE: // TODO This should not be done here SpriteRenderer spriteRenderer = receivers[i].receiver.GetComponentInChildren <SpriteRenderer>(); if (spriteRenderer != null) { spriteRenderer.sprite = receivers[i].newSprite; } else { Debug.LogError("Trigger tried to switch sprite but no SpriteRenderer was found"); } break; case TriggerActionType.SHOW_DIALOG: UIDialog dialog = receivers[i].receiver.GetComponentInChildren <UIDialog>(); if (dialog != null) { dialog.ShowDialog(transform); } else { Debug.LogError("Trigger tried to show dialog but no UIDialog was found."); } break; case TriggerActionType.HIDE_DIALOG: UIDialog dialogToHide = receivers[i].receiver.GetComponentInChildren <UIDialog>(); if (dialogToHide != null) { dialogToHide.HideDialog(); } else { Debug.LogError("Trigger tried to show dialog but no UIDialog was found."); } break; case TriggerActionType.OPEN_DOOR: Door doorToOpen = receivers[i].receiver.GetComponent <Door>(); if (doorToOpen != null) { doorToOpen.Open(character); } else { Debug.LogError("Trigger tried to open door but no Door was found."); } break; case TriggerActionType.CLOSE_DOOR: Door doorToClose = receivers[i].receiver.GetComponent <Door>(); if (doorToClose != null) { doorToClose.Close(character); } else { Debug.LogError("Trigger tried to close door but no Door was found."); } break; case TriggerActionType.ACTIVATE_SPAWN_POINT: RespawnPoint point = receivers[i].receiver.GetComponentInChildren <RespawnPoint>(); if (point != null) { point.SetActive(); } else { Debug.LogError("Trigger tried to activate respawn point but no RespawnPoint was found"); } break; } } } if (autoLeaveTime > 0) { if (!oneShot || autoLeaveRoutine == null) { autoLeaveRoutine = DoLeaveAfterDelay(character, autoLeaveTime); StartCoroutine(autoLeaveRoutine); } } else { if (oneShot) { enabled = false; } } } }