public void ExitState(NPCGUIState oldState) { switch(oldState) { case NPCGUIState.nothing: break; case NPCGUIState.activityButtons: HideActivityButtons(); break; case NPCGUIState.shop: shopGUI.Disable(); break; case NPCGUIState.arena: arenaGUI.Disable(); break; case NPCGUIState.teleporter: teleporterGUI.Disable(); break; case NPCGUIState.minigame: minigameGUI.Disable(); break; case NPCGUIState.bank: bankGUI.Disable(); break; } }
public void EnterState(NPCGUIState newState) { switch(newState) { case NPCGUIState.shop: break; case NPCGUIState.activityButtons: StartCoroutine( DisplayActivityButtons()); break; } }
// Use this for initialization // Update is called once per frame public override void Enable() { base.Enable(); //check for check override //Debug.Log("active npc id: " + PlayerManager.Instance.ActiveNPC.ID); activities = PlayerManager.Instance.ActiveNPC.availableActivities; if(DisplayQuest(PlayerManager.Instance.Hero.questLog.CheckNPCConversation(PlayerManager.Instance.ActiveNPC.ID))) return; if(PlayerManager.Instance.ActiveNPC.character.defaultConversationID <= 0) state = NPCGUIState.activityButtons; }
void Start() { _state = NPCGUIState.nothing; }
public void DisplayShop(Shop newShop) { state = NPCGUIState.shop; shopGUI.Enable(newShop); }
public void HideShop() { if(cachedState == NPCGUIState.activityButtons) state = cachedState; else GUIManager.Instance.HideNPC(); }
public bool DisplayQuest(RPGQuest newQuest) { if(newQuest != null) { state = NPCGUIState.quest; PlayerManager.Instance.Hero.questLog.selectedQuest = newQuest; RPGConversation convo = Storage.LoadById<RPGConversation>(newQuest.CurrentStep.overrideNPCConversationID, new RPGConversation()); return conversationGUI.DisplayConversation(convo); } return false; }
public void DisplayMinigame(NPCMinigame newMinigame) { state = NPCGUIState.minigame; minigameGUI.Enable(newMinigame); }
public void DisplayConstruction(RPGConstruction newConstruction) { state = NPCGUIState.construction; }
public void DisplayQuest(NPCQuest newQuest) { if(newQuest != null) { state = NPCGUIState.quest; PlayerManager.Instance.Hero.questLog.selectedQuest = newQuest.quest; conversationGUI.DisplayConversation(newQuest.conversation); } }
public void DisplayTeleporter() { state = NPCGUIState.teleporter; teleporterGUI.Enable(); }
public void DisplayCombobulator() { combobulatorGUI.Enable(); state = NPCGUIState.combobulator; }
public void DisplayBank() { bankGUI.Enable(); state = NPCGUIState.bank; }
/*public void OnEnterShopButton() { PlayerManager.Instance.ActiveShop = PlayerManager.Instance.ActiveNPC.thisShop; GUIManager.Instance.DisplayShop(); } public void OnEnterArenaButton() { PlayerManager.Instance.SelectedArena = PlayerManager.Instance.ActiveNPC.arena; GUIManager.Instance.DisplayArenaUI(); //Application.LoadLevel(PlayerManager.Instance.ActiveNPC.character.LevelName); //PlayerManager.Instance.GoToArena(PlayerManager.Instance.ActiveWorld.GetAvailableArena("Gym")); //GUIManager.Instance.HideNPC(); //GUIManager.Instance.DisplayMainGUI(); /*if(PlayerManager.Instance.ActiveArena != null) { Debug.Log("we have an arena"); PlayerManager.Instance.ActiveArena.gameObject.GetComponent<PhotonView>().RPC("Initialise", PhotonTargets.MasterClient, "Jim"); } } public void OnEnterActivityButton() { if(PlayerManager.Instance.ActiveNPC.activity.ID == 2) { PlayerManager.Instance.ActiveActivity = PlayerManager.Instance.ActiveNPC.activity; GUIManager.Instance.DisplayAnvil(PlayerManager.Instance.ActiveNPC.GetComponent<Anvil>()); PlayerCamera.Instance.TransitionTo(PlayerManager.Instance.ActiveNPC.targetCameraPos, PlayerManager.Instance.ActiveNPC.targetCameraFOV, 1); //PlayerCamera.Instance.targetTransform = cameraOvertakeTransform; } } public void OnEnterMiniGameButton() { PlayerManager.Instance.ActiveMinigame = PlayerManager.Instance.ActiveNPC.miniGame; GUIManager.Instance.DisplayMinigame(); }*/ public void DisplayArena(NPCArena newArena) { state = NPCGUIState.arena; arenaGUI.Enable(newArena); }
public override void Disable() { state= NPCGUIState.nothing; PlayerCamera.Instance.TransitionToDefault(); //base.Disable(); //GUIManager.Instance.HideNPCConversationBubble(); base.Disable(); }