void Awake() { trigger = GetComponent <SMDialogueTrigger>(); }
void Awake() { npc = gameObject.GetComponent <SMNPCEntity>(); player = GameObject.Find("PlayerController").GetComponent <SMPlayerStats>(); displayStat = gameObject.GetComponent <SMDialogueTrigger>(); }
private void CheckForAction(string action) { if (Input.GetKeyDown(KeyCode.X)) { options.show(); attack.hide(); skills.hide(); items.hide(); player.switchState(Transitions.Command.back); } Text text; string name; Action move = new Attacks(); (int, int, int)stats = (0, 0, 0); switch (action) { case "attack": break; case "skill": move = new Skills(); break; case "item": //move = new Items(); break; default: break; } if (Input.GetKeyDown(KeyCode.Z)) { //gonna need a way to scroll down for when there are more than 4 options switch (index) { case 0: text = button0.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button0.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 1: text = button1.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button1.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 2: text = button2.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button2.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 3: text = button3.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button3.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; default: break; } playerNav.gameObject.SetActive(false); string[] msg = new string[] { "Your anixety changed by " + stats.Item1 + "!\nYour will changed by " + stats.Item2 + "!\nYou dealt " + stats.Item3 + " damage to the enemy!" }; displayStat.TriggerDialogue(new Dialogue("", msg)); SMDialogueTrigger.turn = 0; player.switchState(Transitions.Command.playerChoice); } }