public virtual void OnCacheConversations() { //HELPER VARABLES string file = Server.SecurePath("~/dialogtemplates/{0}.xml", this.ModelId); if (File.Exists(file)) { using (DialogReader reader = DialogReader.Open(file)) { while (reader.Read()) { if (reader.HasInformation) { //Always uppercase (invariant for globalisation issues) string name = reader.Name.ToUpperInvariant(); if (name == "GOSSIP") { //Gossip is a base function of ours _Gossip = reader.Value; } else { //Parse to all child registered functions for (int i = 0; i < state.RegisteredNpcFunctions.Count; i++) { state.RegisteredNpcFunctions[i].OnCacheDialogInfo(this, reader.Name, reader.Value); } } } } } } }
private void Awake() { dialogsReader = FindObjectOfType <DialogReader>(); source = GetComponent <AudioSource>(); source.clip = ringingSound; LevelData levelData = LevelManager.Instance.LevelData; ringingTimings = new Queue <float>(); List <float> sortingList = new List <float>(); foreach (float f in levelData.PhoneRingTimings) { sortingList.Add(f); } sortingList.Sort(); foreach (float f in sortingList) { ringingTimings.Enqueue(f); } ringingRoutine = null; GetNextTiming(); }
void InitPuzzle(string command) { string[] parsedText = DialogReader.ParseBrackets(command); Debug.Log("parsed: " + parsedText[0] + "," + parsedText[1]); switch (parsedText[0].Trim().ToLower()) { case "thoughtspiral": Debug.Log("hasspiral"); Debug.Log("1:" + parsedText[1]); EndPart(); ThoughtSpiralPuzzle.Initialize(parsedText[1], WinnableScores()); puzzling = true; //_playerController.busy = true; _playerController.playerMoving = false; _playerController.busy = true; break; case "passwordinput": Debug.Log("entering password input"); inputInAction = true; PasswordInput.activated = true; PasswordInput.inputEnabled = true; _playerController.playerMoving = false; _playerController.busy = true; break; default: Debug.Log("puzzle not found"); break; } }
void ReformatText(string fullText) //ugly, edit later { string[] parsedText = DialogReader.ParseBrackets(fullText); if (parsedText[0].Equals("")) { fullSpanText.enabled = true; speakerTextbox.enabled = false; if (speakerBackground != null) { speakerBackground.SetActive(false); } fullSpanText.text = parsedText[1]; currTextUsed = fullSpanText; } else { speakerTextbox.enabled = true; speakerTextbox.text = parsedText[0]; if (speakerBackground != null) { speakerBackground.SetActive(true); } fullSpanText.enabled = true; fullSpanText.text = parsedText[1]; currTextUsed = fullSpanText; } }
public void Begin(DialogReader DR) { started = true; dr = DR; Debug.Log("is dr null in Begin: " + (dr == null)); skipBar.SetActive(true); Debug.Log("began"); }
private void Start() { XmlDocument XMLDoc = new XmlDocument(); XMLDoc.LoadXml(Settings.XMLFile.text); _dialogReader = new DialogReader(XMLDoc); Write(); }
void TerminateScene() { dialogEnded = true; dr.Terminate(); dr = null; EndPart(); Debug.Log("scene terminated"); Debug.Log(dr == null); }
public void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { DialogReader.InitScenario("MetalMilitia"); DialogueBuffer.PushFirst(); } if (Input.GetKeyDown(KeyCode.Alpha2)) { DialogReader.InitScenario("Scenario5"); DialogueBuffer.PushFirst(); } }
public override void Update(float gameTime, MainSprite main) { //talking to dogs KeyboardState keyboardState = Keyboard.GetState(); if (data.Equals("Dave")) { Console.WriteLine("You reached the exit"); if (oldState.IsKeyUp(Keys.Enter) && keyboardState.IsKeyDown(Keys.Enter)) { //lock the character's animation and allow the dialog box to be drawn drawDialog = true; main.locked = true; dialogReader.nextLine(); //reset the dialog reader and unlock character animation once we've reached the end of the dialog if (dialogReader.isDialogDone()) { main.locked = false; drawDialog = false; dialogReader = new DialogReader(); dialogReader.getDialog(@"C:\Users\ember\source\repos\firstrate\Content\TestDialog.txt"); } } } if (drawDialog) { currentDialog = dialogReader.typeLine(animationTimer); } //check if they are at the exit if (data.Equals("Exit")) { // isDone = true; Console.WriteLine("You reached the exit"); //never reaching this point -- have to remember how data is set } //dog animation animationTimer += gameTime; if (animationTimer > 450) { daveAnimation.Update(); animationTimer = 0; } oldState = keyboardState; }
void initDR() { if (dr != null) { dr.Terminate(); } if (dialogFileName == null) { GetSceneName(); dialogFileName = Utility.sceneToFile[currScene]; } string dialogPath = Utility.PrefixFile(dialogFileName.Trim()); if (!dialogPath.EndsWith(".txt")) { dialogPath += ".txt"; } if (scoreFileName == null) { scoreFileName = "scores.txt"; } string scorePath = Utility.PrefixFile(scoreFileName.Trim()); if (!scorePath.EndsWith(".txt")) { scorePath += ".txt"; } dr = new DialogReader(dialogPath, scorePath); if (DialogReader.variables.Count == 0 || DialogReader.varNames.Count == 0) { dr.GetInitValues(); } // if (dr.variables.Count == 0 || dr.varNames.Count == 0){ // dr.GetInitValues(); // } Debug.Log("dr initialized"); }
void Correct() { print("CORRECT"); DialogReader.InitScenario("Code"); text.text = "De code is 1337"; }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } answerBox.SetData(new Color[] { Color.LemonChiffon }); //singleton!!! if (dialogReader == null) { dialogReader = new DialogReader(); currentDialog = dialogReader.getDialog (@"C:\Users\ember\source\repos\Aljourney\Aljourney\Dialogs\IntroDialog.txt"); } /*get mouse click to progress dialog box * where dialogCounter is the current position in the array of dialogs * currentDialog is the array of dialogs retrieved from the file * currentLine is the line we are going to type to the screen*/ if (dialogCounter == 0) { currentLine = currentDialog[dialogCounter]; dialogCounter++; } MouseState mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed && !oldMouseState.Equals(mouseState)) { mouseClicks++; if (mouseClicks % 2 == 1) { textCounter = currentLine.Length; typedLine = ""; foreach (char c in currentLine) { typedLine += c; } } else { if (dialogCounter < currentDialog.Count) { currentLine = currentDialog[dialogCounter]; textCounter = 0; typedLine = ""; } dialogCounter++; } } oldMouseState = mouseState; //time Rho's animation rhoTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (rhoTimer > 250) { animateRho.Update(); animateXCharacter.Update(); animateYCharacter.Update(); rhoTimer = 0; } textTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (textTimer > 100) { if (textCounter < currentLine.Length) { typedLine += currentLine[textCounter]; } if (textCounter <= currentLine.Length) { textCounter++; } if (textCounter == currentLine.Length) { mouseClicks++; } textTimer = 0; } base.Update(gameTime); }
public void Unregister() { DialogReader.Unregister(this); }
public void Register() { DialogReader.Register(this); }
private void Awake() { dialogReader = FindObjectOfType <DialogReader>(); }
public void changeScoresss() { DialogReader.variables["smood"] += 40; DialogReader.WriteScores(DialogReader.varNames, DialogReader.variables); }
/// <summary>Executes the program. First prompts for the character name. /// Next, it starts a reader for dialog and narration and prints those /// with some formatting. After that, it initializes room one, then /// parses the user input</summary> private static void Main(string[] args) { Console.WriteLine("What is your name?"); var user = new Human(Console.ReadLine()); var narration = new StreamReader("Narration.txt"); DialogReader.PrintDialog("Dialogue.txt"); //format, then prints some lines of narration PrintLines(2); var counter = 0; while (counter < 7) { Console.WriteLine(narration.ReadLine()); counter++; } /*Sets up each room and the user's location in each*/ Room one, two, three, four, five; var room = new[] { (five = new Room(5, user)), (four = new Room(4, user)), (three = new Room(3, user)), (two = new Room(2, user)), (one = new Room(1, user)) }; var location = new[] { five.GetUserLocation(), four.GetUserLocation(), three.GetUserLocation(), two.GetUserLocation(), one.GetUserLocation() }; /*End setup*/ //sets up room one var roomIndex = 4; user.SetLocation(location[roomIndex]); MapReader.PrintMap("RoomOneMap.txt", room[roomIndex], user); //For my purposes to keep track of movement Console.WriteLine(user.GetLocation().GetX()); Console.WriteLine(user.GetLocation().GetY()); while (!End()) { //if it hits an exit, goes to the next room, sets the new starting location, //and prints the map, adding a couple lines of space if (InputReader.StartReading(Console.ReadLine(), user, room[roomIndex])) { roomIndex--; user.SetLocation(location[roomIndex]); MapReader.PrintMap(room[roomIndex].GetFileName(), room[roomIndex], user); user.Hitpoints += 2; user.SetStamina(user.GetStamina()); PrintLines(2); } Console.WriteLine(user.GetLocation().GetX()); Console.WriteLine(user.GetLocation().GetY()); } EndGame(); }