Esempio n. 1
0
        public bool TryInstantiateTree(out SerializableTree tree)
        {
            if (gameObject.activeInHierarchy)
            {
                instance = this;
            }
            else
            {
                instance      = Instantiate(this);
                instance.name = this.name;
            }

            tree = instance;
            return(!gameObject.activeInHierarchy);
        }
Esempio n. 2
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        public SerializableTree ExportInstance(DialogueTree export)
        {
            if (instance == this)
            {
                ExportTree(export);
                return(this);
            }
            else
            {
                instance.ExportTree(export);
                SerializableTree newPrefab = this;

                #if UNITY_EDITOR
                newPrefab          = UnityEditor.PrefabUtility.ReplacePrefab(instance.gameObject, this, UnityEditor.ReplacePrefabOptions.ConnectToPrefab).GetComponent <SerializableTree>();
                newPrefab.instance = instance;
                #endif

                return(newPrefab);
            }
        }
Esempio n. 3
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        public SerializableTree InstantiateTree()
        {
            if (gameObject.activeInHierarchy)
            {
                instance = this;
            }
            else
            {
                #if UNITY_EDITOR
                instance = UnityEditor.PrefabUtility.InstantiatePrefab(this) as SerializableTree;
                #endif

                if (instance == null)
                {
                    instance = Instantiate(this);
                }
                instance.name = this.name;
            }
            return(instance);
        }
    /// <summary>
    /// Trigger an interaction with this object.
    /// </summary>
    public virtual void Interact()
    {
        InteractionTarget = Instance;
        Dialogue.SerializableTree dlg = dialogue;

        if (Inventory.SelectedItem != null && !Inventory.isObserveIconSelected)
        {
            InventoryItem selected = Inventory.SelectedItem;

            if (selected.Equals(this))
            {
                dlg = null;
            }
            else if (this.Equals(Inventory.ObserveItem))
            {
                dlg = null;
                Inventory.ClearSelection(true);
                selected.Interact();
            }
            else if (!validInteractions.Contains(selected))
            {
                if (GetType() == typeof(InventoryItem) && selected.validInteractions.Contains((InventoryItem)Instance))
                {
                    dlg = null;
                    ReverseInteraction(selected);
                }
                else
                {
                    // This is the default dialogue for invalid combinations.
                    dlg = Player.UseItemDialogue;
                }
            }
        }

        if (dlg != null)
        {
            DialogueManager.StartDialogue(dlg);
        }
    }
Esempio n. 5
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 public void RedirectDialogue(SerializableTree dlg)
 {
     DialogueManager.RedirectDialogue(dlg);
 }