private void GetNextNode() { if (cs.IsEmpty()) { current_action = null; return; } CutSceneAction a = cs.NextAction(); if (a is ChoiceAction) { current_action = a as ChoiceAction; dialogpanel.UpdateDialog(current_action); choicePanel.InitDialogChoice(current_action as ChoiceAction); } else if (a is DialogueAction) { current_action = a as DialogueAction; choicePanel.ToggleOff(); dialogpanel.UpdateDialog(current_action); } else { current_action = null; } }
public override void ProcessInput() { if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0)) { if (cutscene.IsEmpty()) { if (prevStatus == CinematicStatus.DuringBattle) { boardManager.turnManager.ActorTakesTurn(); csController.ToggleOff(); boardManager.ui.ToggleOnBattleUI(); } else if (prevStatus == CinematicStatus.Prebattle) { boardManager.InitBattledata(); csController.ToggleOff(); boardManager.ui.ToggleOnBattleUI(); } else if (prevStatus == CinematicStatus.RelationshipScene) { baseMange.inputFSM.SwitchState(new BlockUserInputState()); baseMange.baseUI.cutsceneController.ToggleOff(); baseMange.baseUI.ExpandMenu(); } } else { CutSceneAction currentNode = cutscene.NextAction(); if (currentNode is ChoiceAction) { if (boardManager == null) { inputFSM.SwitchState(new CutsceneChoiceState(baseMange, (ChoiceAction)currentNode, prevStatus)); } else { inputFSM.SwitchState(new CutsceneChoiceState(boardManager, (ChoiceAction)currentNode, prevStatus)); } } else { csController.StartCoroutine(currentNode.ExecuteAction(csController)); } } } }
public void NextNode() { if (cs.IsEmpty() == false) { currentAction = cs.NextAction(); NewInput(); } else { //the cutscene is done //we should re enable all the stuff we disabled before //maybe send a signal that the cutscene was played or something so that it doesnt //keep playing Debug.Log("Attempting to delete game objects"); Globals.cutsceneData.currentFIle.SwitchScene(); //ToggleOff(); } }
public override void ProcessInput() { if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0)) { if (relationshipScene.IsEmpty()) { // Go back to our main base set up // just switching to the block user state will be enough for now // because all the behavior is in the exit method in this state baseManager.inputFSM.SwitchState(new BlockUserInputState()); } if (relationshipScene.IsDialogue()) { // process // DialogueAction action = relationshipScene.NextAction() as DialogueAction; // dialogPanel.UpdateDialog(action); } } }