private void LoadNode(SpeakEasyFile_NodeData data)
    {
        Vector2       dataPosition = data.nodePosition;
        NodeType      dataType     = data.nodeType;
        SpeakEasyNode node         = new SpeakEasyNode
        {
            nodeID          = data.nodeID,
            nodeType        = dataType,
            stringReference = data.stringReference,
            isEntryPoint    = data.isEntryPoint,
            priority        = data.nodePriority,
            scriptEvent     = data.scriptEventRef,
            scriptTest      = data.scriptTestRef,
        };

        AddElement(InitializeNode(node, dataPosition, dataType));
    }
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    // Conversation Parser Logic
    private void JumpToSpeechNode(SpeakEasyFile_NodeData node)
    {
        //We are assuming that the conditional fired and returned TRUE.
        if (node.nodeType != NodeType.speech)
        {
            Debug.Log("Trying to access a non speech node.");
            DeactivateScreen();
        }
        //This is how we traverse conversation
        //Clear the previous node data
        ClearScreen();

        //Set the Speech Text to this:
        speechText.text = Locale.Lookup(locale, node.stringReference);

        //Execute any OnFire here

        //We need to populate our responses (if any).
        PopulateResponseList(node.connectionData);
    }
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    private void InstantiateResponseButton(SpeakEasyFile_NodeData data, float x, float y)
    {
        //We are assuming that the button has returned true on it's onConditional
        GameObject buttonInstance = Instantiate(responseButtonPrefab, new Vector3(x, y, 0), Quaternion.identity);

        buttonInstance.transform.SetParent(responseButtonContainer.transform, false);

        responseButtonInstance.Add(buttonInstance);

        //Now we populate the data and behaviour of the button itself
        UIConversationResponseButton logic = buttonInstance.GetComponent <UIConversationResponseButton>();

        if (logic == null)
        {
            Debug.Log("Something has gone terribly wrong and we are unable to find the logic for the button.");
            return;
        }

        logic.label.text     = Locale.Lookup(locale, data.stringReference); //Localise our response text.
        logic.connectionData = data.connectionData;                         //Assign the connection data reference to the button itself.
    }
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    IEnumerator MoveToNextSpeechNode(SpeakEasyFile_NodeData node)
    {
        yield return(new WaitForSeconds(3f));

        JumpToSpeechNode(node);
    }