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());
    }
Exemple #2
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    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]));
     }
 }
Exemple #4
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    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());
    }
Exemple #5
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    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());
    }
Exemple #7
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    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);
 }