public override string ErrorCheck() { Variable variable = null; if (IsGlobal.Value) { variable = DialogueSystem.GetGlobalVariable(VariableName.Value); } else { var go = Fsm.GetOwnerDefaultTarget(Actor); if (go == null) { return("Actor is needed for getting a local variable!"); } DialogueBehaviour b = go.GetComponent <DialogueBehaviour>(); variable = b.GetLocalVariable(VariableName.Value); } // Variable doesn't exists if (variable == null) { return(VariableName.Value + " doesn't exists in the " + ((IsGlobal.Value) ? "Dialogue Editor Global Variables" : "")); } // Variable type is not the right one if (!FsmVariableUtils.CheckType(variable, typeof(T))) { return("The value type should be " + variable.type); } return(base.ErrorCheck()); }
DialogueSystemUISkin ActivateSkin(DialogueBehaviour behaviour, string skinName) { if (_activeSkins.ContainsKey(behaviour)) { Destroy(_activeSkins[behaviour]); } else { _activeSkins.Add(behaviour, null); } DialogueSystemUISkin skin = null; if (_skins.ContainsKey(skinName)) { var go = Instantiate(_skins[skinName].gameObject); skin = go.GetComponent <DialogueSystemUISkin>(); go.transform.SetParent(transform); go.transform.localScale = Vector3.one; go.SetActive(true); } _activeSkins[behaviour] = skin; return(skin); }
public void OnDialogueFinished(DialogueBehaviour owner) { if (_activeSkins.ContainsKey(owner) && _activeSkins[owner] != null) { Destroy(_activeSkins[owner].gameObject); _activeSkins.Remove(owner); } }
public void ApplyChanges(DialogueBehaviour dialogue) { // Generalization is hard //dialogue.bust.GetComponent<Animation>() = animation; //Debug.Log(dialogue.bust.GetComponent<Animator>().runtimeAnimatorController.animationClips[0]); //dialogue.bust.GetComponent<Animator>().runtimeAnimatorController.animationClips[0] = animation.clip; // dialogue.bust.GetComponent<Animator>().Play(animationName); }
public void ApplyChanges(DialogueBehaviour dialogue) { // Applies the changes. foreach (IDialogueElement element in elements) { element.ApplyChanges(dialogue); } }
public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(Actor); DialogueBehaviour b = go.GetComponent <DialogueBehaviour>(); b.StartDialogue(b.Conversation, Trigger.Modes.Custom); Finish(); }
public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(Actor); DialogueBehaviour b = go.GetComponent <DialogueBehaviour>(); b.StopDialogue(b.AmbientDialogue); Finish(); }
public void ApplyChanges(DialogueBehaviour dialogue) { /* This one doesn't work right now, hehe * To-do: a conditional (maybe a switch) that changes the transforms * of the texts and the bust depending on whether side.ToUpper is "LEFT", * "RIGHT", or (maybe) "SWAP" * * I'll need access to the name panel too, but psssshhhh * I'll worry about that later */ }
/// <summary> /// Closes the UI. /// </summary> public void OnDialogueFinished(DialogueBehaviour owner) { //Debug.Log("On dialogue finished"); if (owner.Conversation.ExitDelay > 0) { _closeTime = Time.time + owner.Conversation.ExitDelay; } else { CloseDialogue(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (!_begin) { begin(); _begin = true; } else { DialogueBehaviour.onClick(); } } }
public override void OnEnter() { if (IsGlobal.Value) { var variable = DialogueSystem.GetGlobalVariable(VariableName.Value); FsmVariableUtils.SetFsmVariable(result, variable); } else { var go = Fsm.GetOwnerDefaultTarget(Actor); if (go != null) { DialogueBehaviour b = go.GetComponent <DialogueBehaviour>(); var variable = b.GetLocalVariable(VariableName.Value); FsmVariableUtils.SetFsmVariable(result, variable); } } Finish(); }
public override void OnPlayableCreate(Playable playable) { base.OnPlayableCreate(playable); dialoguePlayable = behaviour as DialogueBehaviour; }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.voice.clip = voice; }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.speech = line; }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.speed = speed; }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.speakerName.text = name; }
void begin() { var ds = DialogueModel.getInstance().dialogues; DialogueBehaviour.onShowDialogue(ds[0]); }
public void OnTextChanged(DialogueFlow dialogue, TextData text, List <TextAnswerData> answers, SettingsData settings) { _behaviour = dialogue.Behaviour; // Select and open a skin if (settings.Skin == "") { settings.Skin = (dialogue.DefaultSkin != "") ? dialogue.DefaultSkin : DefaultSkin; } SelectSkin(settings.Skin); if (_activeSkin == null) { RunemarkDebug.Warning(settings.Skin + " skin doesn't exists in this canvas: " + gameObject.name); return; } // Stop the audio if currently playing if (_audioSource.isPlaying) { _audioSource.Stop(); } // Set the actor's name and portrait string name = text.Name; Sprite portrait = text.Portrait; _activeSkin.SetText(name, portrait, text.Text); _activeSkin.HideInputAnswer(); _activeSkin.HideAnswers(0); // Set the answers int cnt = 0; foreach (var a in answers) { if (a.UseCustomUI) { _activeSkin.SetCustomAnswer(a.UIElementName, a); } else if (answers.Count > cnt) { _activeSkin.SetAnswer(cnt, a); cnt++; } } // _activeSkin.HideAnswers(cnt); // Play Audio if any if (text.Audio != null) { _audioStopTime = text.AudioEndTime; _audioSource.clip = text.Audio; _audioSource.time = text.AudioStartTime; if (text.AudioDelay > 0) { _audioSource.PlayDelayed(text.AudioDelay); } else { _audioSource.Play(); } } // Set the timer if (_behaviour.Timer != null && cnt > 0) { _activeSkin.StartTimer(_behaviour.Timer.Seconds); } else { _activeSkin.HideTimer(); } }
public void OnDialogueStart(DialogueBehaviour owner) { // Debug.LogFormat("{0} - Conversation Controller.OnDialogueStart()", name); }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.bust.sprite = bust; // Stop the current animation // dialogue.bust.GetComponent<Animator>().Play("Don't"); }
public void ApplyChanges(DialogueBehaviour dialogue) { dialogue.font = font; }
public void OnDialogueStart(DialogueBehaviour owner) { }