public void OnMouseExit() { if (this.enabled) { ConversationTrigger.RemoveToken(displayTokens[0]); if (displayTokens.Length > 1) { ConversationTrigger.RemoveToken(displayTokens[1]); } ConversationController.Disable(); } }
public void disableTooltips() { allTooltips = FindObjectsOfType <Tooltip>(); for (int i = 0; i < allTooltips.Length; i++) { allTooltips[i].enabled = false; for (int t = 0; t < allTooltips[i].displayTokens.Length; t++) { ConversationTrigger.RemoveToken(allTooltips[i].displayTokens[t]); } } // makes any currently displayed tooltip go away ConversationController.Disable(); }
void Update() { // Skipping line scrolling or advancing a conversation. if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0) || !enableScroll) { if (scrolling) { if (enableScroll) { // only make the "boop" sound if this is regular scrolling text - with tooltips it gets annoying audioSource.PlayOneShot(scrollTextSound); } EnableLetters(); // Enable everything, thereby skipping the scrolling effect. numScrolled = letters.Length; } else if (conversationMode && conversationIdx < conversation.Length - 1) { //Debug.Log("Going to next line"); conversationIdx++; // Go to the next line. textBase.text = conversation[conversationIdx]; // Set that line. scrollTimer = 0f; // Reset scroll timer to allow another line to scroll in. numScrolled = 0; // Reset numScrolled for fresh state. nextLine = true; // This pokes LateUpdate, asking it to re-grab the text images. } else { // This else clause is for when we reach the end of a conversation. 0 choices means end, 1 choice means direct link, 2+ choices means show choices. if (ConversationController.currentlyEnabled) { switch (choices.Length) { case 0: // Apply the nowhere conversation to safely end the conversation. if (enableScroll) { ConversationController.Disable(); } break; case 1: // Apply the conversation relating to the only choice. // Also make sure to add any token which may be a part of this single choice. ApplyConversation(ConversationsDB.convos[choiceConvoPointers[0]]); //Debug.Log("Adding token: " + choiceTokens[0]); ConversationTrigger.AddToken(choiceTokens[0]); break; default: // More than 1 choice, so show them. ShowChoices(); break; } } } } // Update Timer scrollTimer += Time.deltaTime; // Scrolling text effect. if (scrollTimer >= (numScrolled + 1) * letterDelay && numScrolled < letters.Length && !initializing && !nextLine) { //Debug.Log("Scrolling"); scrolling = true; if (letters[numScrolled] != null) { letters[numScrolled].enabled = true; } numScrolled++; audioSource.PlayOneShot(scrollLetterSound); } // Keep track of whether text is currently scrolling or not. if (!initializing && numScrolled >= letters.Length) { scrolling = false; } }