public void StartSequence(AbilityToInteract abilityToInteract) { if (!dialogDone) { StartCoroutine(SpawnTexts(abilityToInteract)); } }
public void PickingUp(AbilityToInteract actor) { PlayerStats ps = actor.GetComponent <PlayerStats>(); if (ps != null) { Debug.Log("New Sign added to Astral Map!"); pickupCollider.enabled = false; ps.AddRaceToMap(raceToPickUp); } }
public void StartSequence() //para cutscenes onde o jogador não interage manualmente { if (dialogBegan) { return; } if ((!repeatOnCall && dialogDone)) { return; } dialogBegan = true; currentDialogIndex = 0; actor = null; ProgressDialog(); }
private float offsetTimer = 0.6f; //para dar tempo do texto subir, precisa ser private pq não quero que seja alterado public void StartSequence(AbilityToInteract abilityToInteract) { if (dialogBegan) { return; } if ((!repeatOnCall && dialogDone)) { return; } dialogBegan = true; currentDialogIndex = 0; actor = abilityToInteract; ProgressDialog(); }
IEnumerator SpawnTexts(AbilityToInteract actor) { BubbleDialogSequence.LineInfo[] texts = null; if (actor) { texts = raceDialogAsset.GetRaceLines(actor.actorEntity.baseRace); } else if (defaultActor) { texts = raceDialogAsset.GetRaceLines(defaultActor.baseRace); } for (int i = 0; i < texts.Length; i++) { if (texts[i].isFromActor && actor != null) { SpawnBubbleOn(texts[i].bubbleText, actor.transform, texts[i].timeToReadLine, texts[i].bubbleTitle); } else { if (conversationMembers != null && conversationMembers.Length > texts[i].targetMemberIndex && texts[i].targetMemberIndex >= 0 && conversationMembers[texts[i].targetMemberIndex]) { SpawnBubbleOn(texts[i].bubbleText, conversationMembers[texts[i].targetMemberIndex], texts[i].timeToReadLine, texts[i].bubbleTitle); } else { SpawnBubbleOn(texts[i].bubbleText, transform, texts[i].timeToReadLine, texts[i].bubbleTitle); } } yield return(new WaitForSeconds(texts[i].timeToReadLine + 0.5f)); //offset pro prox text aparecer } OnDialogEnd?.Invoke(); //if(actor) dialogDone = true; }
// Start is called before the first frame update void Start() { abilityToInteract = this.GetComponent <AbilityToInteract>(); }