Exemple #1
0
    public void TriggerNextInteraction()
    {
        DialogueSystem.interaction += 1;

        if (DialogueSystem.interaction >= 4)
        {
            gameObject.SetActive(false);
            // FindObjectOfType<FailureScript>().Failsafe();
        }

        else if (DialogueSystem.interaction < 4)
        {
            FindObjectOfType <QTESystem>().WaitingForKey = 0;
            FindObjectOfType <QTESystem>().pass          = 0;
            DialogueSystem.DisplayNextSentence();

            gameObject.SetActive(false);
            FindObjectOfType <QTESystem>().PassBox.GetComponent <Text>().text    = "";
            FindObjectOfType <QTESystem>().DisplayBox.GetComponent <Text>().text = "";

            FindObjectOfType <QTESystem>().numGen();
            FindObjectOfType <QTESystem>().CountingDown = 1;
            FindObjectOfType <QTESystem>().startCountDown();
        }
    }
Exemple #2
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.KeypadPlus))
     {
         DialogueSystem dialogueS = FindObjectOfType <DialogueSystem>();
         dialogueS.DisplayNextSentence();
     }
 }
Exemple #3
0
    public void nextSentence(int repNum)
    {
        Debug.Log("repNUM:  " + repNum);
        DialogueSystem temp = FindObjectOfType<DialogueSystem>();

        //Debug.Log(temp.GetSentences()[temp.getCurrentSentence()].responseList[repNum - 1].response);
        temp.DisplayNextSentence(temp.GetSentences()[temp.getCurrentSentence()].responseList[repNum - 1].nextSentenceID - 1);
        box.GetComponent<DialogueSystem>().currentResUI.SetActive(false);
    }