Esempio n. 1
0
    public void execute(bool toFastForward)
    {
        Action setCharacterPresentFalse = () =>
        {
            myDialogueManager.getCharacterForName(characterToRemove).isPresent  = false;
            myDialogueManager.getCharacterForName(characterToRemove).returnTime = myTimeLord.getCurrentTimestep() + 1;
        };

        List <Character> charList = GameObject.FindObjectOfType <DialogueManager>().getAllCurrentLocalPresentConversationPartners();

        for (int i = 0; i < charList.Count; i++)
        {
            if (charList[i].givenName.ToLower() == characterToRemove.ToLower())
            {
                if (!toFastForward)
                {
                    myAnimationMaestro.fadeOutCharacterImage(i + 1, fadeDuration);
                    myAnimationMaestro.StartCoroutine(myAnimationMaestro.delayGameCoroutine(fadeDuration, setCharacterPresentFalse));
                }
                else
                {
                    myAnimationMaestro.setImageColor(GameObject.Find("Character " + (i + 1) + " Portrait").GetComponent <Image>(), new Color(255, 255, 255, 0));
                    myDialogueManager.getCharacterForName(characterToRemove).isPresent  = false;
                    myDialogueManager.getCharacterForName(characterToRemove).returnTime = myTimeLord.getCurrentTimestep() + 1;
                }
            }
        }
        myAnimationMaestro.writeDescriptionText(textToWrite, GameObject.Find("TextPanel").GetComponentInChildren <Text>());
    }
Esempio n. 2
0
 private void reactivateButtonFadingInIfCharactersPresent(Button buttonToSetInteractable, float fadeDuration)
 {
     if (myDialogueManager.getAllCurrentLocalPresentConversationPartners().Count > 0)
     {
         StartCoroutine(myAnimationMaestro.delayGameCoroutine(fadeDuration, () => { buttonToSetInteractable.interactable = true; }));
     }
     else
     {
         buttonToSetInteractable.interactable = true;
     }
 }
    public void execute(bool toFastForward)
    {
        List <Character> charList     = GameObject.FindObjectOfType <CommandBuilder>().dateCutSceneCharList;
        int    charListIndexToRemove  = 0;
        Action removeCharFromCharList = () =>
        {
            GameObject.FindObjectOfType <CommandBuilder>().dateCutSceneCharList.RemoveAt(charListIndexToRemove);
            //If three char's in date cut scene and 2nd character leaves, 3rd character re-sorts to 2nd position, but doesn't have alpha
            for (int i = 0; i < GameObject.FindObjectOfType <CommandBuilder>().dateCutSceneCharList.Count; i++)
            {
                myAnimationMaestro.setImageColor(GameObject.Find("Character " + (i + 1) + " Portrait").GetComponent <Image>(), new Color(255, 255, 255, 1));
            }
        };

        // For each character in present characters, if character is currently being summoned, fade in, otherwise snap in.
        //TODO: Maybe get rid of this for DateCutScene because charList doesn't rearrange like dialogueManager.getAllLocalCurrentEtc...
        for (int i = 0; i < charList.Count; i++)
        {
            if (charList[i].givenName.ToLower() == characterToRemove.ToLower())
            {
                charListIndexToRemove = i;
                if (!toFastForward)
                {
                    myAnimationMaestro.fadeOutCharacterImage(i + 1, fadeDuration);
                    myAnimationMaestro.StartCoroutine(myAnimationMaestro.delayGameCoroutine(fadeDuration, removeCharFromCharList));
                }
                else
                {
                    myAnimationMaestro.setImageColor(GameObject.Find("Character " + (i + 1) + " Portrait").GetComponent <Image>(), new Color(255, 255, 255, 0));
                    GameObject.FindObjectOfType <CommandBuilder>().dateCutSceneCharList.RemoveAt(charListIndexToRemove);
                }
            }
        }

        myAnimationMaestro.writeDescriptionText(textToWrite, GameObject.Find("TextPanel").GetComponentInChildren <Text>());
    }