public void Update()
 {
     if (DialogBubble != null)
     {
         DialogBubble.Update();
         if (DialogBubble.IsDone == true)
         {
             DialogBubble.CleanUp();
             DialogBubble = null;
         }
     }
 }
        /// <summary>
        /// Creates a Dialogue Bubble with text.
        /// If a Dialogue Bubble already exists, the current one will be reset.
        /// </summary>
        /// <param name="text">A string containing the text for the Dialogue Bubble to parse and print.</param>
        /// <param name="spriteFont">The SpriteFont for the Dialogue Bubble to use when printing text.</param>
        /// <param name="speaker">An optional BattleEntity that is set as the designated speaker of the Dialogue Bubble.</param>
        public void CreateBubble(string text, SpriteFont spriteFont, BattleEntity speaker)
        {
            if (DialogBubble == null)
            {
                DialogBubble = new DialogueBubble();
            }

            DialogBubble.Reset();
            DialogBubble.SetFont(spriteFont);
            DialogBubble.SetText(text);
            DialogBubble.AttachSpeaker(speaker);
        }
Example #3
0
 public WaitRoutine(DialogueBubble bubble, double waitTime) : base(bubble)
 {
     WaitTime = waitTime;
 }
 protected MessageRoutine(DialogueBubble bubble)
 {
     DBubble = bubble;
 }
Example #5
0
 public InputRoutine(DialogueBubble bubble, Keys previousButton, Keys progressButton) : base(bubble)
 {
     PreviousButton = previousButton;
     ProgressButton = progressButton;
 }
Example #6
0
 public WaitForDialogueSeqAction(DialogueBubble bubble)
 {
     Bubble = bubble;
 }
Example #7
0
 public SpeedRoutine(DialogueBubble bubble, double speed) : base(bubble)
 {
     Speed = speed;
 }
 public ScrollRoutine(DialogueBubble bubble, float offsetToScroll) : base(bubble)
 {
     OffsetToScroll = offsetToScroll;
 }