// Update is called once per frame void Update() { if (!isActive) { return; } //theText.text = textLines[currentLine]; if (Input.GetKeyDown(KeyCode.Space)) { if (!isTyping) { currentLine += 1; if (currentLine > endAtLine) { DisableTextBox(); ActivateTextAtLine a = FindObjectOfType <ActivateTextAtLine>(); //a.waitForPress = true; } else { CheckSpeakerName(); StartCoroutine(TextScroll(textLines[currentLine])); } } else if (isTyping && !cancelTyping) { cancelTyping = true; } } }
int gapX, gapY; //use to determine gap between icons // Start is called before the first frame update void Start() { callingTheText = FindObjectOfType <ActivateTextAtLine>(); theTextBox = FindObjectOfType <TextBoxManager>(); List <GameObject> backpack = new List <GameObject>(); initPos = new Vector2(backpackBG.transform.position.x - initX, backpackBG.transform.position.y - initY); spaceToUse = gameObject.GetComponent <PlayerTriggers>().spaceToUse; }
// Use this for initialization void Start() { activateTextAtLine = GetComponent <ActivateTextAtLine>(); if (stateFile != null) { stateLines = (stateFile.text.Split('\n')); } for (int i = 0; i < stateLines.Length; i++) { //stateDict.Add(stateLines[i], } }
void Start() { aText = GetComponentInChildren<ActivateTextAtLine>(); gItem = GetComponentInChildren<GetItem>(); entered = false; }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); activatedText = GetComponent <ActivateTextAtLine>(); }