public override void EnterState() { //build a board and populate with actors csController.ToggleOn(); CutSceneAction action = cutscene.NextAction(); if (action is ChoiceAction) { // swap input states here; if (boardManager == null) { baseMange.inputFSM.SwitchState(new CutsceneChoiceState(baseMange, action as ChoiceAction, prevStatus)); } else { boardManager.inputFSM.SwitchState(new CutsceneChoiceState(boardManager, action as ChoiceAction, prevStatus)); } } else { csController.StartCoroutine(action.ExecuteAction(csController)); } }
private void GetNextNode() { if (cs.IsEmpty()) { current_action = null; return; } CutSceneAction a = cs.NextAction(); if (a is ChoiceAction) { current_action = a as ChoiceAction; dialogpanel.UpdateDialog(current_action); choicePanel.InitDialogChoice(current_action as ChoiceAction); } else if (a is DialogueAction) { current_action = a as DialogueAction; choicePanel.ToggleOff(); dialogpanel.UpdateDialog(current_action); } else { current_action = null; } }
public void InitCutscene(CutScene cs) { this.cs = cs; uidGameObjectMap = new Dictionary <string, GameObject>(); skillObjects = new List <AnimationObject>(); ToggleOn(); PrintBoard(); DisplayActors(); currentAction = cs.NextAction(); NewInput(); }
public void NextNode() { if (cs.IsEmpty() == false) { currentAction = cs.NextAction(); NewInput(); } else { //the cutscene is done //we should re enable all the stuff we disabled before //maybe send a signal that the cutscene was played or something so that it doesnt //keep playing Debug.Log("Attempting to delete game objects"); Globals.cutsceneData.currentFIle.SwitchScene(); //ToggleOff(); } }