void CreateButtons() { for (int i = 0; i < choices.Length - 1; i++) { GameObject buttonObj = (GameObject)Instantiate(choiceButton); Button button = buttonObj.GetComponent <Button>(); ChoiceButton choiceBtn = buttonObj.GetComponent <ChoiceButton>(); string[] choiceOptions = choices[i].Split(':'); choiceBtn.SetText(choiceOptions[0]); choiceBtn.SetNextLine(choiceOptions[1]); string choiceText = ""; for (int j = 2; j < choiceOptions.Length; j++) { choiceText += choiceOptions[j]; if (j != choiceOptions.Length - 1) { choiceText += ":"; } } choiceBtn.SetChoice(choiceText); choiceBtn.manager = this; button.transform.SetParent(canvas.transform, true); button.transform.localPosition = new Vector3(0, -25 + (i * 50)); button.transform.localScale = new Vector3(1, 1, 1); buttons.Add(button); if (choices[choices.Length - 1] == "false") { choiceBtn.ParseChoice(); break; } } }
protected override void Awake() { langChoice.ChoiceChanged += OnChoiceChanged; var lang = PlayerPrefs.GetInt("lang"); langChoice.SetChoice(lang); }
public void Begin(StoryChoice storyDecision) { // progression state _isRevealingText = false; // set up choice buttons _calmChoice.SetChoice(storyDecision.CalmChoice); _survivalChoice.SetChoice(storyDecision.SurvivalChoice); _tenacityChoice.SetChoice(storyDecision.TenacityChoice); // display it _decisionView.Display(storyDecision); _decisionView.Reveal(); }