Esempio n. 1
0
        //-------------------------------------------------------------------------
        // Auto Node API
        //-------------------------------------------------------------------------
        /// <summary>
        /// Switches a dialog on a <see cref="Talkative" /> object.
        /// </summary>
        /// <param name="graphEngine">
        /// The graph traversal engine that called into this node.
        ///</param>
        public override void Handle(GraphEngine graphEngine)
        {
            if (Target != null)
            {
                if (Dialog == null)
                {
                    Debug.LogWarning("DialogSwitch object has no graphs attached to switch.");
                    return;
                }

                // If the game object exists, it means the Target is in the current scene.
                if (Target.gameObject != null)
                {
                    Talkative talkative = Target.gameObject.GetComponent <Talkative>();
                    AutoGraph dialog    = Dialog.gameObject.GetComponent <AutoGraph>();

                    talkative.Dialog = dialog;
                }

                // Tell the save system that we're switching out dialogs.
                Store();
            }
            else
            {
                Debug.LogWarning("DialogSwitch object has no target!");
            }
        }
Esempio n. 2
0
        public void Switch()
        {
            if (Target != null)
            {
                // If the game object exists, that means we're in the scene the object
                // belongs in.
                if (Target.gameObject != null)
                {
                    Talkative talkative = Target.gameObject.GetComponent <Talkative>();
                    AutoGraph dialog    = Dialog.gameObject.GetComponent <AutoGraph>();

                    talkative.Dialog = dialog;
                }

                // Tell the save system that we're switching out dialogs.
                Store();
            }
            else
            {
                Debug.LogWarning("DialogSwitch object has no target!");
            }
        }