Exemple #1
0
 void Interacting_Enter()
 {
     if (!onPlatform)
     {
         gameObject.SetActive(true); // ???
         dialog.SetDialog(dialogue);
     }
     else
     {
         dialog.SetDialog(platformDialogue);
     }
 }
Exemple #2
0
        void Interacting_Enter()
        {
            if (dj.State == States.Jamming)
            {
                dialogues = IdleDialogues;
            }
            else
            {
                dialogues = GuardingDialogues;
            }

            dialog.SetDialog(dialogues.RandomItem());
            selectable.fsm.ChangeState(States.Disabled);
        }
Exemple #3
0
        IEnumerator Idle_Enter()
        {
            horse.fsm.ChangeState(States.Idle);
            DialogueController dialog = WorldManager.instance.dialogue;

            dialog.SetDialog(startingDialogue);
            while (dialog.fsm.State != States.Disabled)
            {
                yield return(null);
            }
            horseArea.SetActive(true);
            foreach (Collider2D collider in gateColliders)
            {
                collider.enabled = false;
            }
        }
Exemple #4
0
 void Interacting_Enter()
 {
     gameObject.SetActive(true);
     dialog.SetDialog(dialogues[UnityEngine.Random.Range(0, dialogues.Length)]);
 }
Exemple #5
0
 void Interacting_Enter()
 {
     dialog.SetDialog(dialogue);
     selectable.fsm.ChangeState(States.Disabled);
     // can't re-enable the dj.
 }
Exemple #6
0
 void Interacting_Enter()
 {
     dialog.SetDialog(dialogues[UnityEngine.Random.Range(0, dialogues.Length)]);
     selectable.fsm.ChangeState(States.Disabled);
 }