private void onDialogueTextPhaseHandler(DialoguerTextData data)
    {
        _currentChoice = 0;

        if (data.choices != null)
        {
            _choices = new string[6];
            for (int i = 0; i < 6; i += 1)
            {
                if (data.choices.Length > i && data.choices[i] != null)
                {
                    _choices[i]    = data.choices[i];
                    _currentChoice = i;
                }
            }
        }
        else
        {
            _choices = null;
        }

        _text = data.text;
        if (data.name != null && data.name != string.Empty)
        {
            _text = data.name + ": " + _text;
        }

        _showWindow = true;
    }
	private void onTextPhaseHandler(DialoguerTextData data){
		_guiColor = GUI.contentColor;
		_windowText = data.text;

		if(data.windowType == DialoguerTextPhaseType.Text){
			_choices = new string[1] {"Continue"};
		}else{
			_choices = data.choices;
		}

		// Set the color
		switch(data.theme){
		case "bad":
			_guiColor = Color.red;
			break;
		case "good":
			_guiColor = Color.green;
			break;
		default:
			_guiColor = GUI.contentColor;
			break;
		}

		_windowShowing = true;
		_selectionClicked = false;
	}
Esempio n. 3
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    private void onTextPhaseHandler(DialoguerTextData data)
    {
        _guiColor   = GUI.contentColor;
        _windowText = data.text;

        if (data.windowType == DialoguerTextPhaseType.Text)
        {
            _choices = new string[1] {
                "Continue"
            };
        }
        else
        {
            _choices = data.choices;
        }

        // Set the color
        switch (data.theme)
        {
        case "bad":
            _guiColor = Color.red;
            break;

        case "good":
            _guiColor = Color.green;
            break;

        default:
            _guiColor = GUI.contentColor;
            break;
        }

        _windowShowing    = true;
        _selectionClicked = false;
    }
Esempio n. 4
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 /// <summary>DO NOT USE, USED FOR DIALOGUER INTERNAL</summary>
 public void handler_TextPhase(DialoguerTextData data)
 {
     if (onTextPhase != null)
     {
         onTextPhase(data);
     }
 }
Esempio n. 5
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 public static void dispatchOnTextPhase(DialoguerTextData data)
 {
     if (onTextPhase != null)
     {
         onTextPhase(data);
     }
 }
    private void onDialogueTextPhaseHandler(DialoguerTextData data)
    {
        _usingPositionRect = data.usingPositionRect;
        _positionRect      = data.rect;

        _windowCurrentText = string.Empty;
        _windowTargetText  = data.text;

        _nameText = data.name;

        _showDialogueBox = true;

        _isBranchedText      = data.windowType == DialoguerTextPhaseType.BranchedText;
        _branchedTextChoices = data.choices;
        _currentChoice       = 0;

        if (data.theme != _theme)
        {
            resetWindowSize();
        }

        _theme = data.theme;

        startWindowTweenIn();
    }
Esempio n. 7
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    private void onTextPhase(DialoguerTextData data)
    {
        foreach (Button button in options)
        {
            button.gameObject.SetActive(false);
            button.onClick.RemoveAllListeners();
        }
        if(!string.IsNullOrEmpty(data.name))
            name = data.name;
        message = data.text;
        choices = data.choices;
        // We want to resize the choices box depending on how many we have - we're only using the last 2 buttons, so that we don't have to rescale them
        if (data.windowType == DialoguerTextPhaseType.Text)
            choices = new string[1] { "Continue" };
        if(choices.Length == 1)
        {
            // We already have the ui set out for this
        }
        else if (choices.Length == 2)
        {
            options[2].GetComponentInChildren<Text>().text = choices[0];
            options[2].gameObject.SetActive(true);
            options[2].onClick.AddListener(Option1Click);
            options[3].GetComponentInChildren<Text>().text = choices[1];
            options[3].gameObject.SetActive(true);
            options[3].onClick.AddListener(Option2Click);
        }
        else if (choices.Length == 3)
        {
            options[1].GetComponentInChildren<Text>().text = choices[0];
            options[1].gameObject.SetActive(true);
            options[1].onClick.AddListener(Option1Click);
            options[2].GetComponentInChildren<Text>().text = choices[1];
            options[2].gameObject.SetActive(true);
            options[2].onClick.AddListener(Option2Click);
            options[3].GetComponentInChildren<Text>().text = choices[2];
            options[3].gameObject.SetActive(true);
            options[3].onClick.AddListener(Option3Click);
        }
        else
        {
            for (int i = 0; i < choices.Length; i++)
            {
                options[i].GetComponentInChildren<Text>().text = choices[i];
                options[i].gameObject.SetActive(true);
            }

            options[0].onClick.AddListener(Option1Click);
            options[1].onClick.AddListener(Option2Click);
            options[2].onClick.AddListener(Option3Click);
            options[3].onClick.AddListener(Option4Click);
        }
        dialogueText.text = message;
        dialogueTitle.text = name;
        windowVisible = true;
    }
	private void onTextPhaseHandler(DialoguerTextData data){
		//Debug.Log ("[GUI Manager] Text Phase");
		_windowText = data.text;
		if(data.windowType == DialoguerTextPhaseType.Text){
			_choices = new string[1] {"Continue"};
		}else{
			_choices = data.choices;
		}
		_windowShowing = true;
		_selectionClicked = false;
	}
Esempio n. 9
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    public void OnTextPhase(DialoguerTextData data)
    {
        gameObject.SetActive(true);
        isTextNode = true;

        // Init dialogue data
        characterName.text = data.name;
        targetText         = data.text;

        // Loading any new dialogue options
        isBranchedText = (data.windowType == DialoguerTextPhaseType.BranchedText);
        if (isBranchedText)
        {
            optionsPanel.gameObject.SetActive(false);
            branchedTextChoices = data.choices;
            for (int i = 0; i < branchedTextChoices.Length; ++i)
            {
                // Setup button
                GameObject option = GameObject.Instantiate(dialogueOptionPrefab) as GameObject;
                option.GetComponent <Text>().text = branchedTextChoices[i];
                option.transform.SetParent(optionsPanel);
                option.name = i.ToString();
                optionGameObjects.Add(option);
                option.GetComponent <Button>().onClick.AddListener(delegate { OnOptionSelect(option); });

                // Set up event on hover callback
                EventTrigger       trigger = option.GetComponent <EventTrigger>();
                EventTrigger.Entry entry   = new EventTrigger.Entry();
                entry.eventID  = EventTriggerType.PointerEnter;
                entry.callback = new EventTrigger.TriggerEvent();
                entry.callback.AddListener(delegate { OnOptionEnter(option); });
                trigger.triggers.Add(entry);
            }

            float buttonY = optionGameObjects[0].transform.position.y;
            optionPointer.position = new Vector3(optionPointer.position.x, buttonY, optionPointer.position.z);
            currentBranchChoice    = 0;

            //optionPointer.gameObject.SetActive(false);
        }
        else
        {
            Vector3 vec = continuePrompt.transform.position;
            vec.x = origContinuePosX;
            continuePrompt.transform.position = vec;

            continuePrompt.gameObject.SetActive(false);
        }

        // Set portrait if any
        SetPortrait(data.portrait);

        showDialogueBox = true;
    }
    private void OnTextPhase(DialoguerTextData data)
    {
//		Debug.Log (data.choices);
        choices = data.choices;
        text    = data.text;
//		endButton.SetActive (true);
        if (choices == null)
        {
//			continueButton.SetActive(true);
        }
        obsTextC.text = text;
//		obsText.GetComponentInChildren<Text> ().text = text;
    }
 private void onTextPhaseHandler(DialoguerTextData data)
 {
     //Debug.Log ("[GUI Manager] Text Phase");
     _windowText = data.text;
     if (data.windowType == DialoguerTextPhaseType.Text)
     {
         _choices = new string[1] {
             "Continue"
         };
     }
     else
     {
         _choices = data.choices;
     }
     _windowShowing    = true;
     _selectionClicked = false;
 }
Esempio n. 12
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	private void onDialogueTextPhaseHandler(DialoguerTextData data){
		
		_currentChoice = 0;
		
		if(data.choices != null){
			_choices = new string[6];
			for(int i = 0; i<6; i+=1){
				if(data.choices.Length > i && data.choices[i] != null){
					_choices[i] = data.choices[i];
					_currentChoice = i;
				}
			}
		}else{
			_choices = null;
		}
		
		_text = data.text;
		if(data.name != null && data.name != string.Empty) _text = data.name + ": "+_text;
		
		_showWindow = true;
	}
Esempio n. 13
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    private void onDialogueTextPhaseHandler(DialoguerTextData data)
    {
        _windowCurrentText = string.Empty;
        _windowTargetText  = data.text;

        _nameText = data.name;

        _showDialogueBox = true;

        _isBranchedText      = data.windowType == DialoguerTextPhaseType.BranchedText;
        _branchedTextChoices = data.choices;

        // Parse the metadata
        _metadata       = data.metadata;
        _parsedmetadata = parseString(data.metadata.Split(' '));

        if (uiroot != null)
        {
            uiroot.scalingStyle = UIRoot.Scaling.FixedSize;
            uiroot.manualHeight = 600;
            uiroot.transform.Find("Conversation Bubble").transform.localScale = new Vector3(0.6f, 0.6f, 1f);
        }
    }
Esempio n. 14
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    private void onTextPhase(DialoguerTextData data)
    {
        _text = data.text;
        _dialogueText.GetComponent <Text> ().text = data.text;
        _choices  = data.choices;
        _theme    = data.theme;
        _portrait = data.portrait;

        //Debug.Log (data.portrait);

        if (_theme == "Good")
        {
            isGood = true;
        }
        else if (_theme == "Bad")
        {
            isGood = false;
        }
        else
        {
            Debug.Log("Theme is neither 'Good' or 'Bad'. Check Dialogue Tree");
        }
    }
Esempio n. 15
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	/// <summary>DO NOT USE, USED FOR DIALOGUER INTERNAL</summary>
	public void handler_TextPhase(DialoguerTextData data){
		if(onTextPhase != null) onTextPhase(data);
	}
Esempio n. 16
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    private void onTextPhase(DialoguerTextData data)
    {
        _text = data.text;
        _dialogueText.GetComponent<Text> ().text = data.text;
        _choices = data.choices;
        _theme = data.theme;
        _portrait = data.portrait;

        if (_theme == "Good") {
            isGood = true;
        } else if (_theme == "Bad") {
            isGood = false;
        } else {
            Debug.Log("Theme is neither 'Good' or 'Bad'. Check Dialogue Tree");
        }

        if (isGood) {
            _goodBackgroundAndPortrait.SetActive (true);
            _badBackgroundAndPortrait.SetActive (false);
        } else {
            _goodBackgroundAndPortrait.SetActive (false);
            _badBackgroundAndPortrait.SetActive (true);
        }
        SetPortrait ();
        if (_choices == null || _choices.Length < 1) {
            for(int i = 0; i < _choiceButtons.Length; i++) {
                _choiceButtons[i].SetActive (false);
            }
            ShowContinueButton();
        } else {
            for(int i = 0; i < _choices.Length; i++) {
                //Debug.Log (_choices[i]);
                _choiceButtons[i].SetActive (true);
                _choiceButtons[i].transform.FindChild ("Text").GetComponent<Text>().text = _choices[i];
            }
            HideContinueButton();
        }
    }
Esempio n. 17
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 // Called when dialoguer is serving new text data
 private void onTextPhase(DialoguerTextData data)
 {
     // Store text data from current phase
     _text = data.text;
     _choices = data.choices;
 }
Esempio n. 18
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 private void onTextPhase(DialoguerTextData data){
      text = data.text; 
     }
Esempio n. 19
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	private void onDialogueTextPhaseHandler(DialoguerTextData data){
		_windowCurrentText = string.Empty;
		_windowTargetText = data.text;
		
		_nameText = data.name;
		
		_showDialogueBox = true;
		
		_isBranchedText = data.windowType == DialoguerTextPhaseType.BranchedText;
		_branchedTextChoices = data.choices;
		
		// Parse the metadata
		_metadata = data.metadata;
		_parsedmetadata = parseString(data.metadata.Split(' '));
		
		if (uiroot != null)
		{
			uiroot.scalingStyle = UIRoot.Scaling.FixedSize;
			uiroot.manualHeight = 600;
			uiroot.transform.Find("Conversation Bubble").transform.localScale = new Vector3(0.6f, 0.6f, 1f);
		}
	}
 /// <summary>
 /// Method called when text is to be displayed.
 ///
 /// </summary>
 /// <param name="data">The actual text data that needs to be displayed on screen.</param>
 private void OnTextPhase(DialoguerTextData data)
 {
     dialogueText = data.text;
 }
Esempio n. 21
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		public static void dispatchOnTextPhase(DialoguerTextData data){
			if(onTextPhase != null) onTextPhase(data);
		}
Esempio n. 22
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 public TextPhase(string text, string themeName, bool newWindow, string name, string portrait, string metadata, string audio, float audioDelay, Rect rect, List <int?> outs, List <string> choices = null) : base(outs)
 {
     data = new DialoguerTextData(text, themeName, newWindow, name, portrait, metadata, audio, audioDelay, rect, choices);
 }
Esempio n. 23
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 private void EventsOnOnTextPhase(DialoguerTextData data)
 {
     text.text = data.text;
 }
Esempio n. 24
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 void onTextPhase(DialoguerTextData data)
 {
     dialoguePanelContents.text = data.text;
     dialogueSpeakerName.text = data.name;
 }
Esempio n. 25
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		public TextPhase(string text, string themeName, bool newWindow, string name, string portrait, string metadata, string audio, float audioDelay, Rect rect, List<int> outs, List<string> choices, int dialogueID, int nodeID) : base(outs){
			data = new DialoguerTextData(text, themeName, newWindow, name, portrait, metadata, audio, audioDelay, rect, choices, dialogueID, nodeID);
		}
Esempio n. 26
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 private void onTextPhase(DialoguerTextData data)
 {
     _text = data.text;
     _choices = data.choices;
 }
Esempio n. 27
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 void onTextPhase(DialoguerTextData data)
 {
     _text = data.text;
 }
Esempio n. 28
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 private void onTextPhase(DialoguerTextData data)
 {
     state    = "dialog";
     _text    = data.text;
     _choices = data.choices;
 }
Esempio n. 29
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    private void onDialogueTextPhaseHandler(DialoguerTextData data)
    {
        _usingPositionRect = data.usingPositionRect;
        _positionRect = data.rect;

        _windowCurrentText = string.Empty;
        _windowTargetText = data.text;

        _nameText = data.name;

        _showDialogueBox = true;

        _isBranchedText = data.windowType == DialoguerTextPhaseType.BranchedText;
        _branchedTextChoices = data.choices;
        _currentChoice = 0;

        if(data.theme != _theme){
            resetWindowSize();
        }

        _theme = data.theme;

        startWindowTweenIn();
    }
Esempio n. 30
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 void onTextPhase(DialoguerTextData data)
 {
     portrait = data.portrait;
 }