private void OnFinish() { RHUIFinishWindow finWin = RHManager.FinishBox.GetComponent <RHUIFinishWindow>(); RHManager.FinishBox.gameObject.SetActive(true); bool success = true; foreach (RHListener listener in m_listeners) { success = success && processFinish(listener, finWin); } finWin.SetConversation(this, success); ScaledTime.SetPause(true, true); }
public void CloseConversation() { RHManager.UITime().SetActive(false); RHManager.UITime().GetComponent <RHUITime>().ClearItems(); RHManager.ClearHistory(); RHManager.SetHistoryTextActive(false); RHManager.SetResourceUIInActive(); RHManager.FinishBox.gameObject.SetActive(false); m_isFinished = true; if (m_currentDialogueBox != null) { Destroy(m_currentDialogueBox); } if (m_destroyAfterFinish) { Destroy(gameObject); } ScaledTime.SetPause(false, true); ScaledTime.SetScale(1f); }
public void StartRhetoricBattle(List <RHSpeaker> participants, RHSpeaker startingSpeaker) { if (participants.Count == 0) { Debug.LogError("Conversation attempted with 0 participants"); return; } ScaledTime.SetPause(true, true); m_nextStatementEnd = ScaledTime.UITimeElapsed; m_nextInterestTimeLimit = ScaledTime.UITimeElapsed + m_startingInterest; RHManager.UITime().SetActive(true); m_timeUI = RHManager.UITime().GetComponent <RHUITime>(); m_timeUI.StartUI(this); m_queue = new RHQueue(); ScaledTime.SetScale(0f); m_lastScaled = ScaledTime.UITimeElapsed; this.m_listeners_with_scores = new Dictionary <RHListener, float>(); this.m_listeners = new List <RHListener>(); this.m_speakers = new List <RHSpeaker>(); m_speakerColorMaps = new Dictionary <RHSpeaker, Color>(); int colorIndex = 0; m_startingSpeaker = startingSpeaker; foreach (RHSpeaker s in participants) { initializeSpeaker(s, colorIndex, startingSpeaker); colorIndex = (colorIndex + 1) % m_defaultColors.Count; } RefreshStatementMenu(m_startingSpeaker); m_previousStatements = new List <RHStatement>(); RHManager.ClearHistory(); RHManager.SetHistoryTextActive(true); RHManager.AddHistoryText(m_introText); }
public static void SetPause(bool isPaused) { m_instance.m_PauseText.gameObject.SetActive(isPaused); ScaledTime.SetPause(isPaused, true); }
private void startActiveBattle() { ScaledTime.SetPause(false, true); }