public void startDialog(Transform _keyObj, treasureBoxScript _tbObj) { tbObj = _tbObj; keyObj = _keyObj; DialogSystem.character c = DialogSystem.character.SYSTEM ; string dialog = "Use " + keyObj.name + " ?"; int dialogID = 0; if (keyObj.name == "beautifulKey") { dialogID = 2; } else { dialogID = 1; } optionSelect(c, dialog, dialogID); }
public void startDropDialog() { dialogCount++; string tempItem; if (dialogCount == 1) { tempItem = "Gold " + itemName; } else if (dialogCount == 2) { tempItem = "Silver " + itemName; } else { if (itemName == keyItemName) { getKey = true; tempItem = "broken fake nose"; } else { tempItem = "broken " + itemName; } } DialogSystem.character nameString = DialogSystem.character.GIRLGOD; string dialogString = "Is this " + tempItem + " yours ?"; optionSelect(nameString, dialogString, dialogCount); }
public void startDialog(DoorObject _doorObj, string levelName) { doorObj = _doorObj; DialogSystem.character nameString = DialogSystem.character.SYSTEM; string dialogString = "Go to " + levelName + " ?"; //dsObj.startDialog(nameString, dialogString); optionSelect(nameString, dialogString, 1); }
// Use this for initialization void dropItemDialog(string itemName) { DialogSystem.character c = DialogSystem.character.SYSTEM ; string dialog = "Dropping item " + itemName + " ?"; optionSelect(c, dialog, 1); }
public void startDialog(Transform _keyObj, EventScript _eventObj) { eventObj = _eventObj; keyObj = _keyObj; DialogSystem.character c = DialogSystem.character.SYSTEM ; string dialog = "Use " + keyObj.name + " ?"; optionSelect(c, dialog, 1); }
//This function display only one statement talked by one character only //And provide options for player to choose public void optionSelect(DialogSystem.character c, string dialogue, int id) { Debug.Log(gameObject.name + " is calling Dialog System, type2"); dsObj = GameObject.Find("DialogSystem").GetComponent <DialogSystem> (); dsObj.startOptionDialog(c, dialogue, this, id); }