public void setUpDialog(int i) { TPhase = Tutorial1Phase.Dialog; DialogPnl.gameObject.SetActive(true); tutCompleteBtn.gameObject.SetActive(false); current = 0; Dialogs.Clear(); switch (i) { case 1: for (int j = 0; j < Dialogs_2.Count; j++) { Dialogs.Add(Dialogs_2[j]); } break; case 2: for (int j = 0; j < Dialogs_3.Count; j++) { Dialogs.Add(Dialogs_3[j]); } break; } StopAllCoroutines(); StartCoroutine(TypeText(Dialogs [current])); //txtNextBtn.onClick.AddListener (() => triggerNextDialog_2()); }
public void setUpDialog(int i) { TPhase = Tutorial1Phase.Dialog; DialogPnl.gameObject.SetActive(true); _NPCMainImage.gameObject.SetActive(true); tutCompleteBtn.gameObject.SetActive(false); current = 0; Dialogs.Clear(); for (int j = 0; j < _listofDialogs[i].Count; j++) { Dialogs.Add(_listofDialogs[i][j]); } dialogInstance = i; _NPCMainImage.sprite = _NPCFaces[_listofSpriteRef [dialogInstance] [0]]; /* * switch (i) { * case 1: * for (int j = 0; j < Dialogs_2.Count; j ++) { * Dialogs.Add (Dialogs_2[j]); * } * break; * case 2: * for (int j= 0; j < Dialogs_3.Count; j ++) { * Dialogs.Add (Dialogs_3[j]); * } * break; * }*/ StopAllCoroutines(); //StartCoroutine (TypeText (Dialogs [current])); StartCoroutine(TypeRichText(Dialogs [current])); //txtNextBtn.onClick.AddListener (() => triggerNextDialog_2()); }
// Use this for initialization void Start() { TPhase = Tutorial1Phase.PreStart; HideCompleteBtn(); _isSelectedCat = false; _isClickedProject = false; _isCrewFull = false; if (Dialogs != null) { StartCoroutine(TypeText(Dialogs [current])); } }
public void setUpDialog(string singleLine) { TPhase = Tutorial1Phase.Dialog; DialogPnl.gameObject.SetActive(true); //tutCompleteBtn.gameObject.SetActive (false); current = 0; Dialogs.Clear(); Dialogs.Add(singleLine); StopAllCoroutines(); StartCoroutine(TypeRichText(Dialogs [current])); //txtNextBtn.onClick.AddListener (() => triggerNextDialog_2()); }
public void HideDialogBox() { TPhase = Tutorial1Phase.Action; DialogPnl.gameObject.SetActive(false); _NPCMainImage.gameObject.SetActive(false); setInTutorial(false); if (additionalEvent) { setUpDialog(additionalEventInstance); additionalEvent = false; } if (CutSceneManager.Instance.getIsCutScene()) { CutSceneManager.Instance.incrementSceneIndex(); CutSceneManager.Instance.animateScene(); } }
public void setUpDialog(List <string> newDialog) { TPhase = Tutorial1Phase.Dialog; DialogPnl.gameObject.SetActive(true); tutCompleteBtn.gameObject.SetActive(false); current = 0; Dialogs.Clear(); for (int j = 0; j < newDialog.Count; j++) { Dialogs.Add(newDialog[j]); } StopAllCoroutines(); StartCoroutine(TypeText(Dialogs [current])); //txtNextBtn.onClick.AddListener (() => triggerNextDialog_2()); }
void Awake() { if (_instance != null && _instance != this) { Destroy(gameObject); } _instance = this; TPhase = Tutorial1Phase.PreStart; HideCompleteBtn(); _isSelectedCat = false; _isClickedProject = false; _isCrewFull = false; _isinTutorial = false; _listofDialogs = new List <List <string> > (); _listofSpriteRef = new List <List <int> > (); Dialogs = new List <string> (); loadXMLFromAsset(); readXml(); }
public void HideDialogBox() { TPhase = Tutorial1Phase.Action; DialogPnl.gameObject.SetActive(false); }