public List <string> GenerateActionList(string msg, int p) { //int spaces = FindSpaces(msg); List <string> temp = new List <string>(); int nWords = FindNumWords(msg); //for (int i = 0; i < msg.Length - spaces; i++) //{ // temp.Add(playerActionInputList[UnityEngine.Random.Range(0,8)]); //} for (int i = 0; i < nWords; i++) { temp.Add(playerActionInputList[UnityEngine.Random.Range(0, 8)]); } switch (p) { case 1: DialogueBoxP1.GetComponent <PlayerDialogueScript>().SetText(msg); break; case 2: DialogueBoxP2.GetComponent <PlayerDialogueScript>().SetText(msg); break; } currentMessage++; return(temp); }
public void SetActionList(int p) { if (!GameFinished) { switch (p) { case 1: player1.GetComponent <PlayerScript>().Message = playerMessages[currentMessage]; player1.GetComponent <PlayerScript>().ActionList = GenerateActionList(playerMessages[currentMessage], 1); player1.GetComponent <PlayerScript>().HasActionList = true; DialogueBoxP1.GetComponent <PlayerDialogueScript>().DisplayText(player1.GetComponent <PlayerScript>().imageListAnimator); break; case 2: player2.GetComponent <PlayerScript>().Message = playerMessages[currentMessage]; player2.GetComponent <PlayerScript>().ActionList = GenerateActionList(playerMessages[currentMessage], 2); player2.GetComponent <PlayerScript>().HasActionList = true; DialogueBoxP2.GetComponent <PlayerDialogueScript>().DisplayText(player2.GetComponent <PlayerScript>().imageListAnimator); break; } } }