Exemple #1
0
    // 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++;
    }
Exemple #2
0
    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++;
    }
Exemple #3
0
    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++;
    }
Exemple #4
0
    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);
        }
    }
Exemple #5
0
    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++;
    }
Exemple #6
0
    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++;
    }
Exemple #7
0
    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++;
    }
Exemple #8
0
    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++;
    }
Exemple #9
0
    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++;
    }
Exemple #11
0
    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++;
    }
Exemple #14
0
    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++;
    }
Exemple #15
0
    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++;
    }
Exemple #16
0
    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++;
    }
Exemple #19
0
    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));
        }
Exemple #23
0
    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();
    }