public override void StartInteraction() { Wait(1, () => { StartCoroutine(ZoomOutCamera()); base.StartInteraction(); Wait(5, () => { SecondDialog.ShowBubble(); Wait(2f, () => { particles.Play(); Wait(0.3f, () => Sister.sprite = Resources.Load("sister", typeof(Sprite)) as Sprite); Wait(4, () => thirdDialog.ShowBubble()); Wait(8, () => fading.FadeOut()); Wait(10, End); //TODO HACK}); }); }); }); }
public override void StartInteraction() { if (!ArePreConditionsMet()) { return; } Dialog.ShowBubble(); base.StartInteraction(); End(); }
public void showTextBubble(string msg) { DialogBubble dialogBubble = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <DialogBubble>(); AssemblyCSharp.PixelBubble message = new AssemblyCSharp.PixelBubble(); message.vMessage = msg; dialogBubble.vBubble.Add(message); dialogBubble.ShowBubble(dialogBubble); dialogBubble.vBubble.Clear(); }
public override void StartInteraction() { if (!ArePreConditionsMet()) { return; } base.StartInteraction(); CanTalk = false; DialogBubble.ShowBubble(); }
public override void StartInteraction() { if (Completed) { return; } if (!HasSausage) { base.StartInteraction(); } else { AfterFeed.ShowBubble(); End(); } }
void nextMessage() { if (talker.vBubble.Count > 0) { talker.ShowBubble(talker); numberOfCalls = numberOfCalls + 1; if (numberOfCalls < totalNumberofBubbles) { switchConversation(); Invoke("nextMessage", interval); } else { Invoke("loadNextLevel", interval); } } }
protected override void BubbleClosed() { base.BubbleClosed(); SecondDialog.ShowBubble(); }
public override void AwardPlayer() { UnityEngine.Debug.Log("Mom completed!"); characterMovement.enabled = true; CompletedDialog.ShowBubble(); }
protected override void TransferControlBackToMainGame() { base.TransferControlBackToMainGame(); EndMessageBubble?.ShowBubble(); }
public override void AwardPlayer() { UnityEngine.Debug.Log("Homework completed!"); stairs.AllowUp = true; GoUpBubble.ShowBubble(); }
public override void AwardPlayer() { AwardCollider.enabled = false; Dialog.ShowBubble(); UnityEngine.Debug.Log("Library completed!"); }