// panel.text == "" setactive false // 스킬 누르면 text = notify -> setactive true void Talk(int id, bool isNpc) { //talk data 시작 int questTalkIndex = questManager.GetQuestTalkIndex(id); string talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); //talk data 끝 if (talkData == null) { isAction = false; talkIndex = 0; questText.text = questManager.CheckQuest(id); //Debug.Log(questManager.CheckQuest(id)); return; //void 함수에서 return은 강제종료 } if (isNpc) { talkText.text = talkData; } else { talkText.text = talkData; } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { int questTalkIndex = questManager.GetQuestTalkIndex(id); string talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; questManager.CheckQuest(id); return; } if (isNpc) { talk.SetMsg(talkData.Split(':')[0]); portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); } else { talk.SetMsg(talkData); portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { // Set Talk Data int questTalkIndex = questManager.GetQuestTalkIndex(id); string talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); // End Talk if (talkData == null) { isAction = false; talkIndex = 0; Debug.Log(questManager.CheckQuest(id)); return; } // Continue Talk if (isNpc) { talkText.text = talkData.Split(':')[0]; portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); } else { talkText.text = talkData; portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
public void Talk() { //#.Talk Set talkName.text = talkManager.GetName(); talkText.SetMsg(talkManager.GetTalk()); switch ((int)talkManager.curTalkActor) { case 0: talkName.color = new Color32(143, 86, 59, 255); break; case 1: talkName.color = new Color32(180, 180, 180, 255); break; case 2: talkName.color = new Color32(50, 50, 50, 255); break; case 3: talkName.color = new Color32(211, 47, 239, 255); break; case 4: talkName.color = new Color32(255, 218, 59, 255); break; case 5: talkName.color = new Color32(255, 150, 0, 255); break; } if (talkText.isEnd) { //#.Restart Time & TalkBackGround Down SetTalkBackGround(false); if (!tutorialManager.isTutorialEnd) { tutorialManager.NextTutorial(); } if (!mainStoryManager.isColletStoryEnd && gameManager.day == 5) { mainStoryManager.NextTalk(); } if (!mainStoryManager.isTamX2StoryEnd && gameManager.day == 10) { mainStoryManager.NextTalk(); } if (!mainStoryManager.isNanayangStoryEnd && gameManager.day == 15) { mainStoryManager.NextTalk(); } } else //talkEnd아닐때만 { talkPortrait.sprite = talkManager.GetPortrait();//표정이 제일 마지막이어함 SetTalkBackGround(true); } }
void Talk(int id, bool isNpc) { //Set Talk Data string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; return; } //Continue Talk if (isNpc) { talkText.text = talkData; } else { talkText.text = talkData; } isAction = true; talkIndex++; }
void OnTalk(int id, bool isNpc) { int questTalkIndex = questManager.GetQuestTalkIndex(id); string talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); if (talkData == null) { isMove = false; talkIndex = 0; questText.text = questManager.CheckQuest(id); Debug.Log(questManager.CheckQuest(id)); return; } if (isNpc) { talkText.text = talkData; portraitImage.sprite = talkManager.GetSprite(id); portraitImage.color = new Color(1, 1, 1, 1); } else { talkText.text = talkData; portraitImage.color = new Color(1, 1, 1, 0); } isMove = true; talkIndex++; }
void Talk(int id, bool isNPC) { string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; return; } if (isNPC) { talkText.text = talkData.Split(':')[0]; portrait.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portrait.color = new Color(1, 1, 1, 1); } else { talkText.text = talkData; portrait.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int talkId) { string talkData = talkManager.GetTalk(talkId, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; id++; Qeust(qeustCount); return; } talkText.text = talkData.Split(':')[0]; //문자를 기준으로 string을 잘라 배열을 만들기 때문에 [0]이 대화 내용이다. portraitImg.sprite = talkManager.GetPortrait(int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); if (int.Parse(talkData.Split(':')[1]) == 1) { nameText.text = "앨리스"; } else if (int.Parse(talkData.Split(':')[1]) == 0) { nameText.text = "토끼"; } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; return; } if (isNpc) { talkText.text = talkData.Split(':')[0]; //Split 구분자를 통하여 배열로 나눠주는 문자열 함수 portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); //parse 문자열을 해당 타입으로 변화해주는 함수 portraitImg.color = new Color(1, 1, 1, 1); } else { talkText.text = talkData; portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { //Set Talk Data int questTalkIndex = 0; string talkData = ""; if (talk.isAnim) { talk.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } //퀘스트 번호 + NPC Id = 퀘스트 대화 데이터 id //End Talk if (talkData == null) { isAction = false; talkIndex = 0; questTalk.text = questManager.CheckQuest(id); return; } //Continue Talk if (isNpc) { talk.SetMsg(talkData.Split(':')[0]); //Show Portrait portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); //Animation Portrait if (prevPortrait != portraitImg.sprite) { portraitAnim.SetTrigger("doEffect"); prevPortrait = portraitImg.sprite; } nametext.text = scanObject.name; } else { talk.SetMsg(talkData); //Hide Portrait portraitImg.color = new Color(1, 1, 1, 0); nametext.text = ""; } //Next Talk isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { //Set Talk Data int questTalkIndex = 0; string talkData = ""; if (talk.isAnim) { talk.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); //퀘스트번호 + NPC Id = 퀘스트 대화 데이터 Id talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } //End Talk if (talkData == null) { isAction = false; talkIndex = 0; questText.text = questManager.CheckQuest(id); return; //강제종료역할 } //Continue Talk if (isNpc) { //Split(): 구분자를 통하여 배열로 나눠주는 문자열 함수 talk.SetMsg(talkData.Split(':')[0]); //Show Portrait //Parse(): 문자열을 해당 타입으로 변환해주는 함수 portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); //NPC일때만 초상화가 보이도록 설정 //Animation Portrait if (prevPortrait != portraitImg.sprite) { portraitAnim.SetTrigger("doEffect"); prevPortrait = portraitImg.sprite; } } else { talk.SetMsg(talkData); //Hide Portrait portraitImg.color = new Color(1, 1, 1, 0); } //Next Talk isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { int questTalkIndex = 0; string talkData = ""; //저장 //Set Talk Data if (talk.isAnim) //매니저에서도 플래그 변수를 이용하여 분기점 로직 작성 { talk.SetMsg(""); //빈값 return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); //퀘스트번호 + NPC Id = 퀘스트 대화 데이터 Id } //대화 끝났을때 //End Talk if (talkData == null) { isAction = false; //talkIndex는 대화가 끝날때 0으로 초기화 talkIndex = 0; questText.text = questManager.CheckQuest(id); return; } //대화 진행 중 //Continue Talk if (isNpc) { //Split() : 구분자를 통하여 배열로 나눠주는 문자열 함수 , :를 통해 배열로 나눠졌으니까 []로 만들어줘. talk.SetMsg(talkData.Split(':')[0]); //Show Portrait PortraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); //Parse():문자열을 해당 타입으로 변환해주는 함수(형변환같은거) -> string을 int로 변환 //npc일때만 Image가 보이도록 작성 PortraitImg.color = new Color(1, 1, 1, 1); //4번째가 alpha값 투명한게 0, 안투명한게 1 //Animation Portrait if (prevPortrait != PortraitImg.sprite) //과거 스프라이트를 저장해두어 비교후, 애니메이션 실행 { PortraitAnim.SetTrigger("doEffect"); prevPortrait = PortraitImg.sprite; //과거 스프라이트 현재 스프라이트로 갱신 } } else { talk.SetMsg(talkData); //Hide Portrait PortraitImg.color = new Color(1, 1, 1, 0); //npc아닐때는 숨겨두고 npc일때만 보이도록 설정 } //Next Talk isAction = true; talkIndex++; //문장 뽑아냇으면 그다음 문장 나오게 하기위해 }
void Talk(int id, bool isNPC, string Name) { int questTalkIndex = 0; string talkData = ""; //Set Talk Data if (talk.isanim)//현재 텍스트애니메이션이 출력중일때 조사키 다시입력시 대화문스킵 { talk.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } //대화 종료 if (talkData == null) { isAction = false; talkIndex = 0; questText.text = questManager.CheckQuest(id); npcName.gameObject.SetActive(false); return;//강제종료 } //대화 진행 if (isNPC) { npcName.gameObject.SetActive(true); talk.SetMsg(talkData.Split(':')[0]);//대화문 npcName.text = Name; //Show Portrait portraitImg.sprite = talkManager.GetPortait(id, int.Parse(talkData.Split(':')[1])); //스프라이트 portraitImg.color = new Color(1, 1, 1, 1); //Animation Portrait if (prevPortarit != portraitImg.sprite) { portraitanim.SetTrigger("doEffect"); prevPortarit = portraitImg.sprite; } } else { talk.SetMsg(talkData); portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { int questTalkIndex = 0; string talkData = ""; if (talk.isAnim) { talk.setMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } //END TALK if (talkData == null) { isAction = false; talkIndex = 0; Debug.Log(questManager.checkQuest(id)); questText.text = questManager.checkQuest(id); return; } //NPC와 Object를 나눈 이유? //NPC와 대화할떄 초상화가 나오도록 출력! if (isNpc) { //talkText.text = talkData.Split(':')[0]; talk.setMsg(talkData.Split(':')[0]); npcImage.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); npcImage.color = new Color(1, 1, 1, 1); //과거에 바꾼 sprite와 다른 sprite가 들어왔을때 if (prevPortrait != npcImage.sprite) { portraitAnim.SetTrigger("doEffect"); prevPortrait = npcImage.sprite; } } else { talk.setMsg(talkData); npcImage.color = new Color(1, 1, 1, 0);//투명도를 0으로 하여 안보이게 하면된다 } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { int questTalkIndex; string talkData; // Set Talk Data if (talk.isAnimPlay) { talk.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIdx(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } // End Talk if (talkData == null) { isAction = false; questText.text = questManager.CheckQuest(id); talkIndex = 0; return; } // Continue Talk if (isNpc) { talk.SetMsg(talkData.Split(':')[0]); // Show Portrait portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); // Animation Portrait if (prevPortrait != portraitImg.sprite) { portraitAnim.SetTrigger("doEffect"); prevPortrait = portraitImg.sprite; } } else { talk.SetMsg(talkData); portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int id, bool isNpc) { string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) { isAction = false; talkIndex = 0; return; } talkText.text = talkData; isAction = true; talkIndex++; }
void OnTalk(int id) { Debug.Log(TAG + "OnTalk"); string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) { isActive = false; talkIndex = 0; return; } textMeshPro.text = talkData; isActive = true; talkIndex++; }
private void Talk(int id, bool isNPC) { int questTalkIndex = 0; string talkData = ""; if (typeEffect.isAnim) { typeEffect.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } if (talkData == null) { isAction = false; talkIndex = 0; questText.text = questManager.CheckQuest(id); return; } if (isNPC) { typeEffect.SetMsg(talkData.Split(':')[0]); portraitImg.sprite = talkManager.GetPortrait(id, int.Parse(talkData.Split(':')[1])); portraitImg.color = new Color(1, 1, 1, 1); //초상화 이펙트 if (prevPortrait != portraitImg.sprite) { portraitAnim.SetTrigger("doEffect"); prevPortrait = portraitImg.sprite; } } else { typeEffect.SetMsg(talkData); portraitImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; }
void Talk(int id, bool isNPC) { string currenttalkText = talkManager.GetTalk(id, talkIndex); if (currenttalkText == null) { isAction = false; talkIndex = 0; return; } if (isNPC) { talkText.text = currenttalkText; } else { talkText.text = currenttalkText; } talkIndex++; }
void Talk(ObjData objData, int id, bool isclear) { string talkData = talkManager.GetTalk(id, talkIndex); if (talkData == null) //퀴즈 풀어서 대화 끝 { isQuiz = false; isAnswer = false; objData.isclear = true; gameManager.quizPoint--; talkIndex = 0; return; } if (isclear) //이미 깬 퀴즈 { return; } else { SoundManager.instance.PlaySE("talk"); talkText.text = objData.name + ": " + talkData.Split(':')[0]; if (int.Parse(talkData.Split(':')[1]) == 0) //일반 대화창 { isAnswer = false; choicePanel.SetActive(false); } else if (int.Parse(talkData.Split(':')[1]) == 1) //정답 선택창 { isAnswer = true; choicePanel.SetActive(true); } } isQuiz = true; talkIndex++; }
void Talk(int id, bool isNpc) { int questTalkIndex = 0; string talkData = ""; if (talk.isAnim) { talk.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); } if (talkData == null) { isAction = false; talkIndex = 1; questText.text = questManager.CheckQuest(id); return; } if (isNpc) { talk.SetMsg(talkData); } else { talk.SetMsg(talkData); } isAction = true; talkIndex++; }
public async Task <Talk> Get(Guid talkId) { var talkManager = new TalkManager(_logger); return(await talkManager.GetTalk(talkId)); }
void talk(int id, bool isNpc)//playerMove에서 isAction이 false면 안움직임. 그래서 계속 이야기 할 수 있는 것임. { int questTalkIndex = 0; string talkData = ""; if (typeEffect.isAnim) { typeEffect.SetMsg(""); return; } else { questTalkIndex = questManager.GetQuestTalkIndex(id); talkData = talkManager.GetTalk(id + questTalkIndex, talkIndex); //조니 id : 20000, +10 } if (talkData == null)//얘기가 더이상 없을 때 (대화가 끝났을 때, 물건 조사가 끝났을 때) { isAction = false; talkIndex = 0; Debug.Log(questManager.CheckQuest(id)); eraseItem(); return; } int portraitNum = int.Parse(talkData.Split(':')[1]); if (isNpc)//npc와 말할 때 { typeEffect.SetMsg(talkData.Split(':')[0]); /* 말하는 대상이 Fitra 일때만 오른쪽 portrait 활성화 * 혼잣말을 할 때는 아무 캐릭터도 보이지 않게 하기 위해서 투명도를 올림. */ if (portraitNum >= 1 && portraitNum <= 4) // 피트라가 말할 때라면 { portraitRightImg.sprite = talkManager.GetPortrait(portraitNum); portraitLeftImg.color = new Color(1, 1, 1, 0); portraitRightImg.color = new Color(1, 1, 1, 1); portraitBigImg.color = new Color(1, 1, 1, 0); if (prevPortrait != portraitRightImg.sprite) { if (talkIndex > 0) { portraitRightAnimator.SetTrigger("doEffect"); } prevPortrait = portraitRightImg.sprite; } } else if (portraitNum == 0) // portrait가 안보여야 할 떄라면 { portraitLeftImg.color = new Color(1, 1, 1, 0); portraitRightImg.color = new Color(1, 1, 1, 0); portraitBigImg.color = new Color(1, 1, 1, 0); } else if (portraitNum == 200) //대화도중 npc에게 booster을 받았다면 (jhonny만 booster을 주기때문에 portrait는 조니로 고정해둠) { portraitLeftImg.sprite = talkManager.GetPortrait(5); // jhonny의 웃는얼굴임. portraitLeftImg.color = new Color(1, 1, 1, 1); portraitRightImg.color = new Color(1, 1, 1, 0); portraitBigImg.color = new Color(1, 1, 1, 0); energyBooster.getBooster(); } else if (portraitNum == 4000) //정전 수리 component를 발견했다면 { portraitRightImg.sprite = talkManager.GetPortrait(1); // jhonny의 웃는얼굴임. portraitLeftImg.color = new Color(1, 1, 1, 0); portraitRightImg.color = new Color(1, 1, 1, 1); portraitBigImg.color = new Color(1, 1, 1, 0); componentItem.getComponentItem(); } else if (portraitNum == 23) { portraitBigImg.sprite = talkManager.GetPortrait(portraitNum); // 폐기 문서 portraitLeftImg.color = new Color(1, 1, 1, 0); portraitRightImg.color = new Color(1, 1, 1, 0); portraitBigImg.color = new Color(1, 1, 1, 1); } else { portraitLeftImg.sprite = talkManager.GetPortrait(portraitNum); portraitLeftImg.color = new Color(1, 1, 1, 1); portraitRightImg.color = new Color(1, 1, 1, 0); portraitBigImg.color = new Color(1, 1, 1, 0); if (prevPortrait != portraitLeftImg.sprite) { if (talkIndex > 0) { portraitLeftAnimator.SetTrigger("doEffect"); } prevPortrait = portraitLeftImg.sprite; } } } else // 물건을 조사할 때 { if (portraitNum == 200) // energybooster 을 발견했을 때. (energy booster의 대화 끝에는 200번 써줌) { if (objData.isChecked)//이미 확인했던 Locker 라면 아이템이 계속 나오면 안됨 { typeEffect.SetMsg("\n" + "\n" + "..이미 열었던 곳이야"); } else//처음 확인하는 Locker 이라면 energy booster을 얻는다. { typeEffect.SetMsg(talkData.Split(':')[0]); energyBooster.getBooster(); objData.isChecked = true; } } else { typeEffect.SetMsg(talkData.Split(':')[0]); } portraitLeftImg.color = new Color(1, 1, 1, 0); portraitRightImg.color = new Color(1, 1, 1, 0); portraitBigImg.color = new Color(1, 1, 1, 0); } isAction = true; talkIndex++; questManager.ControlObject(); }