/// <summary> /// Goes through all sections and activates the current section. /// </summary> public void ReactivateTriggers() { Constants.OverworldArea index = (Constants.OverworldArea)currentScene.value; Constants.RoomNumber roomNumber = (Constants.RoomNumber)currentRoomNumber.value; for (int i = 0; i < sectionList.Length; i++) { sectionList[i].ActivateSection(currentChapter.value, index, roomNumber); } }
public CameraValues GetValues(Constants.OverworldArea area, Constants.ROOMNUMBER number) { for (int i = 0; i < values.Length; i++) { if (values[i].area == area && values[i].roomNumber == number) { return(values[i]); } } return(null); }
public override void ResetValues() { base.ResetValues(); participantColors = new List <Color>(); CreateBasicActions(); nextLocation = BattleEntry.NextLocation.OVERWORLD; dialogueEntry = null; battleEntry = null; changePosition = false; playerPosition = new Vector2(); nextArea = Constants.OverworldArea.DEFAULT; }
public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); DialogueEntry de = (DialogueEntry)other; frames = de.frames; participantColors = de.participantColors; nextLocation = de.nextLocation; nextEntry = de.nextEntry; changePosition = de.changePosition; playerPosition = de.playerPosition; nextArea = de.nextArea; }
public override void ResetValues() { base.ResetValues(); frames = new List <Frame>(); participantColors = new List <Color>(); frames.Add(new Frame()); nextLocation = BattleEntry.NextLocation.OVERWORLD; nextEntry = null; changePosition = false; playerPosition = new Vector2(); nextArea = Constants.OverworldArea.DEFAULT; }
/// <summary> /// Activates the chapter with the given id and deactivates the rest. /// </summary> /// <param name="chapterID"></param> public void ActivateSection(string chapterID, Constants.OverworldArea sceneIndex, Constants.RoomNumber number) { if (containers.Count == 0) { Debug.LogWarning("Empty area"); return; } bool state = (sceneIndex == activeArea && roomNumber == number); containers[0].gameObject.SetActive(state); for (int i = 1; i < containers.Count; i++) { containers[i].gameObject.SetActive(state && chapterID == chapterIDs[i]); } }
public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); DialogueEntry de = (DialogueEntry)other; actions = de.actions; participantColors = de.participantColors; nextLocation = de.nextLocation; dialogueEntry = de.dialogueEntry; battleEntry = de.battleEntry; changePosition = de.changePosition; playerPosition = de.playerPosition; nextArea = de.nextArea; Debug.Log("COPY"); }
/// <summary> /// Copies all the values from another BattleEntry. /// </summary> /// <param name="battle"></param> public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); BattleEntry be = (BattleEntry)other; // General battle things escapeButtonEnabled = be.escapeButtonEnabled; // Tutorial stuff isTutorial = be.isTutorial; backgroundHintLeft = be.backgroundHintLeft; backgroundHintRight = be.backgroundHintRight; removeSide = be.removeSide; playerInvincible = be.playerInvincible; useSlowTime = be.useSlowTime; // Background backgroundLeft = be.backgroundLeft; backgroundRight = be.backgroundRight; // Enemies randomizeEnemies = be.randomizeEnemies; numberOfEnemies = be.numberOfEnemies; enemyTypes = new List <EnemyEntry>(); for (int i = 0; i < be.enemyTypes.Count; i++) { enemyTypes.Add(be.enemyTypes[i]); } // Player stuff useSpecificKanji = be.useSpecificKanji; equippedKanji = new Kanji[Constants.MAX_EQUIPPED_KANJI]; for (int i = 0; i < be.equippedKanji.Length; i++) { equippedKanji[i] = be.equippedKanji[i]; } // After match values nextLocation = be.nextLocation; changePosition = be.changePosition; playerArea = be.playerArea; playerPosition = be.playerPosition; nextDialogue = be.nextDialogue; nextBattle = be.nextBattle; }
/// <summary> /// Activates the chapter with the given id and deactivates the rest. /// </summary> /// <param name="chapterID"></param> public void ActivateSection(Constants.CHAPTER chapter, Constants.OverworldArea sceneIndex, Constants.ROOMNUMBER number) { string chapterID = chapter.ToString().ToLower(); if (containers.Count == 0) { Debug.LogWarning("Empty area"); return; } bool state = (sceneIndex == activeArea && roomNumber == number); containers[0].gameObject.SetActive(state); for (int i = 1; i < containers.Count; i++) { // Debug.Log("Checking " + chapterIDs[i] + ", object pos " + i + ", Index: " + activeArea); containers[i].gameObject.SetActive(state && chapterID == chapterIDs[i]); } }
/// <summary> /// Resets all values to start values. /// </summary> /// <param name="other"></param> public override void ResetValues() { base.ResetValues(); // General battle things escapeButtonEnabled = true; // Tutorial stuff isTutorial = false; backgroundHintLeft = null; backgroundHintRight = null; removeSide = RemoveSide.NONE; playerInvincible = false; useSlowTime = true; // Background backgroundLeft = null; backgroundRight = null; // Enemies randomizeEnemies = false; numberOfEnemies = 1; enemyTypes = new List <EnemyEntry>(); // Player stuff useSpecificKanji = true; equippedKanji = new Kanji[Constants.MAX_EQUIPPED_KANJI]; // After match values nextLocation = NextLocation.OVERWORLD; changePosition = false; playerArea = Constants.OverworldArea.DEFAULT; playerPosition = new Vector2(); nextDialogue = null; nextBattle = null; }