Esempio n. 1
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!enter) {
         compteur=0;
         Dialogue dial = new Dialogue ();
         lines = dial.open ("Dialogue");
         box = (GameObject)Instantiate (Resources.Load ("Prefab/Dialog"));
         string[] info = dial.ReadLine (lines [compteur]);
         compteur++;
         Image im=box.transform.GetChild(3).GetComponent<Image>();
         im.sprite=Resources.Load<Sprite>("Texture/"+info[0]);
         Text te = box.transform.GetChild (0).gameObject.GetComponent<Text> ();
         te.text = info [0];
         te = box.transform.GetChild (2).gameObject.GetComponent<Text> ();
         te.text = info [1];
         enter=true;
     }
 }
Esempio n. 2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!enter)
     {
         compteur = 0;
         Dialogue dial = new Dialogue();
         lines = dial.open("Dialogue");
         box   = (GameObject)Instantiate(Resources.Load("Prefab/Dialog"));
         string[] info = dial.ReadLine(lines [compteur]);
         compteur++;
         Image im = box.transform.GetChild(3).GetComponent <Image>();
         im.sprite = Resources.Load <Sprite>("Texture/" + info[0]);
         Text te = box.transform.GetChild(0).gameObject.GetComponent <Text> ();
         te.text = info [0];
         te      = box.transform.GetChild(2).gameObject.GetComponent <Text> ();
         te.text = info [1];
         enter   = true;
     }
 }
Esempio n. 3
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if(Input.GetKeyDown(KeyCode.E)||Input.GetKeyDown(KeyCode.KeypadEnter)){
         if (compteur == lines.GetLength(0)-1||!Personnage.pnjcollide) {
             enter=false;
             animator.SetBool("Dialogue",false);
             compteur=0;
         }else{
         Dialogue dial = new Dialogue ();
         string[] info=dial.ReadLine (lines [compteur]);
         compteur++;
         Image im=box.transform.GetChild(3).GetComponent<Image>();
         im.sprite=Resources.Load<Sprite>("Texture/"+info[0]);
         Text te=box.transform.GetChild(0).gameObject.GetComponent<Text>();
         te.text = info[0];
             te=box.transform.GetChild(2).gameObject.GetComponent<Text>();
         te.text = info [1];
         }
     }
 }
Esempio n. 4
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.KeypadEnter))
     {
         if (compteur == lines.GetLength(0) - 1 || !Personnage.pnjcollide)
         {
             enter = false;
             animator.SetBool("Dialogue", false);
             compteur = 0;
         }
         else
         {
             Dialogue dial = new Dialogue();
             string[] info = dial.ReadLine(lines [compteur]);
             compteur++;
             Image im = box.transform.GetChild(3).GetComponent <Image>();
             im.sprite = Resources.Load <Sprite>("Texture/" + info[0]);
             Text te = box.transform.GetChild(0).gameObject.GetComponent <Text>();
             te.text = info[0];
             te      = box.transform.GetChild(2).gameObject.GetComponent <Text>();
             te.text = info [1];
         }
     }
 }