private void OnTriggerEnter2D(Collider2D collision) { if (!Re || GM.Herb_No == 4) { if (collision.tag == "Player" && this.enabled) { if (GM.Herb_No == 4) { DialogueText = new string[] { "男:\n" + "" + "感謝你的協助,城堡的門已經打開了", "女:\n" + "" + "順便為你進行治療", "女:\n" + "" + "……希望服用這些藥草後她的病情會好轉", }; } else { DialogueText = new string[] { "???:\n" + "" + "數量不夠,總共需要4份", }; Re = true; } OpenDialogue(); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } } }
private void Update() { if (DialogueON && Input.GetKeyDown("c")) { DialogueID += 1; if (DialogueID > DialogueText.Length - 1) { CloseDialogue(); //關閉提示訊息 Destroy(gameObject); } else { DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } } if (DialogueON && Input.GetKeyDown("s")) { CloseDialogue(); //關閉提示訊息 Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player" && this.enabled) { OpenDialogue(); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { OpenDialogue(); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { OpenDialogue(); DialogueScreen.GetComponentsInChildren <Text>()[1].text = "按下C繼續,按下S跳過對話"; DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { Canvas tmp = FindObjectOfType <Canvas>(); family_pictrue_tmp = Instantiate(family_pictrue, tmp.transform); OpenDialogue(); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } }
IEnumerator end(int A, int B) { SoundManager.clip = final; SoundManager.volume = 0.5f; SoundManager.Play(); for (int i = A; i < B; i++) { blackscreen.color = new Vector4(0, 0, 0, 0.1f * i); yield return(WAS4); } OpenDialogue(); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; }
private void OnTriggerEnter2D(Collider2D collision) { //生成怪物 if (!SpawnON && collision.tag == "Player") { createEnemy(collision.transform); SpawnON = true; } //開啟對話 if (collision.tag == "Player") { Invoke("OpenDialogue", 0.5f); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } }
private void Update() { if (DialogueON && Input.GetKeyDown("c")) { DialogueID += 1; if (DialogueID > DialogueText.Length - 1) { finishDialogue(); } else { DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; } } if (DialogueON && Input.GetKeyDown("s")) { finishDialogue(); } }
IEnumerator Opening() { player1.Stop = true; FindObjectOfType <Menu>().StopMenu = true; player1.transform.eulerAngles = new Vector3(0, 0, 0); player1.transform.Rotate(Vector3.forward * -90); yield return(WAS2); player1.transform.Rotate(Vector3.forward * 90); //player1.transform.Translate(Vector3.up * 2); player1.rig.AddForce(new Vector2(0, 600)); yield return(WAS); player1.rig.velocity = new Vector2(1.3f, 0); while (player1.transform.position.x < -10) { yield return(WAS3); } player1.rig.velocity = new Vector2(0, 0); OpenDialogue(); DialogueON = false; Time.timeScale = 1; for (int i = 0; i < 2; i++) { DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; DialogueID += 1; yield return(WAS2); } CloseDialogue(); FindObjectOfType <Menu>().StopMenu = true; player1.Stop = true; player1.rig.velocity = new Vector2(-3, 0); player1.transform.eulerAngles = new Vector3(0, 180, 0); while (player1.transform.position.x > -13.4) { yield return(WAS3); } player1.rig.velocity = new Vector2(0, 0); OpenDialogue(); DialogueON = false; Time.timeScale = 1; for (int i = 0; i < 2; i++) { DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; DialogueID += 1; yield return(WAS2); yield return(WAS2); } DialogueON = true; GM.GetItem(0); DialogueScreen.GetComponentInChildren <Text>().text = DialogueText[DialogueID]; DialogueScreen.GetComponentsInChildren <Text>()[1].text = "按下C繼續"; }