private IEnumerator DialogueIn() { // Based on the transition, Set the start variables. InitDialogue(); // IF we want to fade in the dialogue, // ELSE IF we want to grow the dialogue, // ELSE IF we want to instantly show the dialogue. if (isFadeDialogue) { // Fade in image. StartCoroutine(GUI_Helper.FadeImage(dialogueComponent.dialogueImage, fadeTime, 0f, dialogueComponent.GetInitialDialogueUIAlpha())); // IF we have fading text as well. if (fadeText) { // Switch to the new text. dialogueComponent.SwitchText(dialogue[dialogueIndex]); // Fade in text. StartCoroutine(GUI_Helper.FadeText(dialogueComponent.dialogueText, textFadeTime, 0f, dialogueComponent.GetInitialDialogueTextAlpha())); // Wait for the longer time of the dialogue fade or the dialogue fade text time. yield return(new WaitForSeconds(Mathf.Max(fadeTime, textFadeTime))); yield break; } // Wait for the length of the Dialogue Box fade. yield return(new WaitForSeconds(fadeTime)); } else if (isGrowShrinkDialogue) { // Grow the dialogue. yield return(StartCoroutine(GUI_Helper.GrowShrinkImage(dialogueComponent.dialogueImage, growShrinkTime, dialogueComponent.dialogueImage.transform.localScale.x, dialogueComponent.dialogueImage.transform.localScale.y, dialogueComponent.GetInitialDialogueScale().x, dialogueComponent.GetInitialDialogueScale().y))); } else if (isInstantDialogue) { // No Coroutines needed but leaving this here incase you want to implement something. } // Switch to the new text. dialogueComponent.SwitchText(dialogue[dialogueIndex]); // IF we want to fade the text, // ELSE IF we want the text to be typed out, // ELSE IF we want the text to be displayed instantly. if (fadeText) { // Start the fade on the text. yield return(StartCoroutine(GUI_Helper.FadeText(dialogueComponent.dialogueText, textFadeTime, 0f, dialogueComponent.GetInitialDialogueTextAlpha()))); } else if (typedText) { // Dont move forward until the typing of the text is finished. yield return(StartCoroutine(GUI_Helper.TypeText(dialogueComponent.dialogueText, dialogueTextPause, dialogue[dialogueIndex], typeSound))); } else if (instantText) { // No Coroutine needed but leaving this here incase you want to implement something. } }
/// <summary> /// Fade from one scene to another. /// </summary> public IEnumerator FadeCycle(string newScene, int sceneSpawnLocation) { // Fade out. yield return(StartCoroutine(GUI_Helper.FadeImage(fadeGameObject, fadeTime / 2f, 0f, 1f))); // Change the scene. Grid_Helper.helper.ChangeScene(newScene, sceneSpawnLocation); // Fade back in. yield return(StartCoroutine(GUI_Helper.FadeImage(fadeGameObject, fadeTime / 2f, 1f, 0f))); }
void Awake() { // Set the transform. _transform = gameObject.transform; // Grab the main Camera Component. _camera = Camera.main; // Set the UI offsets. topUILength = GUI_Helper.GetUILength(topUITag, false) / 100; botUILength = GUI_Helper.GetUILength(bottomUITag, false) / 100f; leftUILength = GUI_Helper.GetUILength(leftUITag, true) / 100f; rightUILength = GUI_Helper.GetUILength(rightUITag, true) / 100f; }
private IEnumerator DisplayDialogue() { // IF we have typed text. if (typeText) { // Our text is transitioning in. isTextTransitionIn = true; // We need to know how to deal with our text. yield return(StartCoroutine(GUI_Helper.TypeText(Grid_Helper.dialogueData.GetDialogueText(), 0.075f, dialogueTreeList[dialogueNode].prompt, typeSound))); // Our text is transitioning in. isTextTransitionIn = false; } // Handle setting up Reply Buttons if we have any. HandleReplys(); }
private IEnumerator DialogueTextOut() { // IF we want the dialogue to fade, // ELSE IF we have the typed text OR instant text to transition out. if (fadeText) { // We fade the text. yield return(StartCoroutine(GUI_Helper.FadeText(dialogueComponent.dialogueText, textFadeTime, dialogueComponent.dialogueText.color.a, 0f))); } else if (typedText) { // No Coroutine needed but leaving this here incase you want to implement something. } else if (instantText) { // No Coroutine needed but leaving this here incase you want to implement something. } // Switch to a blank. dialogueComponent.SwitchText(""); }
private IEnumerator DialogueTextIn() { // Switch the dialogue text. dialogueComponent.SwitchText(dialogue[dialogueIndex]); // IF we want to fade the text, // ELSE IF we want the text to be typed out, // ELSE IF we want the text to appear instantly. if (fadeText) { yield return(StartCoroutine(GUI_Helper.FadeText(dialogueComponent.dialogueText, textFadeTime, 0f, dialogueComponent.GetInitialDialogueTextAlpha()))); } else if (typedText) { // Dont move forward until the typing of the text is finished. yield return(StartCoroutine(GUI_Helper.TypeText(dialogueComponent.dialogueText, dialogueTextPause, dialogue[dialogueIndex], typeSound))); } else if (instantText) { // No Coroutine needed but leaving this here incase you want to implement something. } }
void Awake() { // Set the transform. _transform = gameObject.transform; _transform.position.Set(_transform.position.x, _transform.position.y, _transform.position.z + 50); // Grab the main Camera Component. _camera = Camera.main; // The Camera's width and height. cameraHeight = _camera.orthographicSize * 2; cameraWidth = _camera.aspect * cameraHeight; // Set the UI offsets. topUILength = (GUI_Helper.GetUILengthRatio(topUITag, false, Camera.main) / Screen.height) * cameraHeight; botUILength = (GUI_Helper.GetUILengthRatio(bottomUITag, false, Camera.main) / Screen.height) * cameraHeight; leftUILength = (GUI_Helper.GetUILengthRatio(leftUITag, true, Camera.main) / Screen.width) * cameraWidth; rightUILength = (GUI_Helper.GetUILengthRatio(rightUITag, true, Camera.main) / Screen.width) * cameraWidth; // The actual height and width that the player moves around in. innerHeight = cameraHeight - (topUILength + botUILength); innerWidth = cameraWidth - (leftUILength + rightUILength); }
private IEnumerator DialogueOut() { // IF we want the dialogue to fade, // ELSE IF we want to shrink the dialogue, // ELSE IF we want the dialogue to disappear instantly. if (isFadeDialogue) { // Fade out the dialogue. StartCoroutine(GUI_Helper.FadeImage(dialogueComponent.dialogueImage, fadeTime, dialogueComponent.dialogueImage.color.a, 0f)); // We fade the text. yield return(StartCoroutine(GUI_Helper.FadeText(dialogueComponent.dialogueText, fadeTime, dialogueComponent.dialogueText.color.a, 0f))); } else if (isGrowShrinkDialogue) { // Shrink the dialogue. yield return(StartCoroutine(GUI_Helper.GrowShrinkImage(dialogueComponent.dialogueImage, growShrinkTime, dialogueComponent.dialogueImage.transform.localScale.x, dialogueComponent.dialogueImage.transform.localScale.y, 0f, 0f))); } else if (isInstantDialogue) { // No Coroutine needed but leaving this here incase you want to implement something. } // Switch to a blank text. dialogueComponent.SwitchText(""); }