void Start()
 {
     dialogSequences = GameObject.Find("GameManager").GetComponent <DialogSequences>();
     // Set the first phase of the boss (currently on the second one)
     spriteBoss = this.GetComponent <SpriteRenderer>();
     //spriteBoss.color = bossState[1];
     phase = 1;
 }
Exemple #2
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 public virtual void RegisterDialogSequence(DialogSequence sequence)
 {
     sequence.Id = (uint)(Constants.DIALOG_SEQUENCE_PURSUITS + DialogSequences.Count);
     DialogSequences.Add(sequence);
     if (SequenceCatalog.ContainsKey(sequence.Name))
     {
         Logger.WarnFormat("Dialog sequence {0} is being overwritten", sequence.Name);
         SequenceCatalog.Remove(sequence.Name);
     }
     SequenceCatalog.Add(sequence.Name, sequence);
 }
Exemple #3
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 // Start is called before the first frame update
 void Start()
 {
     dialogSequences = GameObject.Find("GameManager").GetComponent <DialogSequences>();
 }