//Read from file "Dialogue.text" void PopulateDialogue() { string line; StreamReader r = new StreamReader("Assets/Text/Dialogue.txt"); using (r) { do { line = r.ReadLine(); if (line != null) { string[] lineData = line.Split(';'); DialogueChoices tempchoice = new DialogueChoices(); tempchoice.question = lineData[0]; tempchoice.choiceRight = lineData[1]; tempchoice.choiceWrong = lineData[2]; tempchoice.responseRight = lineData[3]; tempchoice.responseWrong = lineData[4]; alldialogues.Add(tempchoice); } } while (line != null); r.Close(); } }
//After dialogue has finished playing, show the player their choices void DisplayChoices() { if (currentDialogue < conversation.Count) { List <string> choices = new List <string>(conversation[currentDialogue].choices); if (choices.Count == 0) { choices.Add("Continue"); } choices.Add("Pardon?"); DialogueChoices.ActivateDialogueOptions(choices, this); } else { //conversation is finished if (methods[currentDialogue] != null) { methods[currentDialogue](0); } GameManager.PlayerCanMove(true); PlayOnSchedule.allowed = true; foreach (Renderer r in GetComponentsInChildren <Renderer>()) { Destroy(r.gameObject.GetComponent <Outline>()); } Destroy(this); } }
public void Change(DialogueChoices _choices) { RemoveChoices(); choices = _choices; gameObject.SetActive(true); Intialize(); }
public void SetupDialogue() { myDialogue = Instantiate(dialogueBoxPrefab, GameObject.FindGameObjectWithTag("MainCanvas").transform).GetComponent <DialogueChoices>(); myDialogue.SetupDialogue(myDialogueType, GetComponent <ClickForDialogueBox>()); if (onPopupPageOpen != null) { onPopupPageOpen.DisableBackButton(); } StartCoroutine(WaitForResponse()); }
//////////////// private void BeginShot02_InteriorChat(IntroCutscene cutscene) { if (Main.netMode == NetmodeID.MultiplayerClient) { return; } // var plrPos = new Vector2( (this.Set.InteriorTileLeft + 46) * 16, (this.Set.InteriorTileTop + 37) * 16 ); Player plr = Main.player[cutscene.PlaysForWhom]; plr.position = plrPos; // this.IsSiezingControls = true; this.IsCutscenePlayerImmune = false; // this.Dialogue = new DialogueChoices( dialogue: "We're under attack! Do we stay and fight?", portrait: ModContent.GetTexture("CutsceneLib/ExampleCutscene/IntroCutscene/guide_head"), height: 224, choices: new List <string> { "Bring it!", "Must escape!" }, (choice) => { this.ChoiceMade = choice; this.Dialogue.HideDialogue(); } ); }
//Create 15 prisoners to interact with void CreatePrisoners() { for (int i = 0; i < 15; i++) { Prisoner temp = new Prisoner(); //Set a random name int random = Random.Range(0, Allnames.Count); temp.name = Allnames[random]; //delete name from Allnames so we don't get a repeat Allnames.RemoveAt(random); if (temp.name.Equals("Harada")) { temp.difficulty = 5; temp.crime = "???"; temp.converted = false; //Set up Dialogue!!!!! DialogueChoices tempdia = new DialogueChoices(); tempdia.question = "Ah. You."; tempdia.choiceRight = "Y-yes?"; tempdia.choiceWrong = "What?"; tempdia.responseRight = "Good luck."; tempdia.responseWrong = "Nothing."; temp.diachoices = new List <DialogueChoices>(); temp.diachoices.Add(tempdia); } else { //Set a random difficulty for this guy temp.difficulty = Random.Range(1, 5); //Set a random crime random = Random.Range(0, Allcrimes.Count); temp.crime = Allcrimes[random].crimename; //Set converted to false unless difficulty is 0 if (temp.difficulty == 0) { temp.converted = true; convertedpri.Add(temp); } else { temp.converted = false; } // Debug.Log("Name: "+temp.name); //Now set up the Dialogue for them temp.diachoices = new List <DialogueChoices>(); List <DialogueChoices> deleted = new List <DialogueChoices>(); for (int j = 0; j < 4; j++) { int randdia = Random.Range(0, alldialogues.Count); DialogueChoices holdme = alldialogues[randdia]; deleted.Add(holdme); temp.diachoices.Add(holdme); alldialogues.RemoveAt(randdia); Debug.Log(temp.diachoices[j].question); } //Put the removed dialogues back in for (int j = 0; j < 4; j++) { alldialogues.Add(deleted[j]); } //Crime-specific dialogue DialogueChoices tempdia = new DialogueChoices(); // Debug.Log("Criminal count: "+Allcrimes.Count+"\nRandom Number: "+random); tempdia.question = Allcrimes[random].crimedia.question; tempdia.choiceRight = Allcrimes[random].crimedia.choiceRight; tempdia.choiceWrong = Allcrimes[random].crimedia.choiceWrong; tempdia.responseRight = Allcrimes[random].crimedia.responseRight; tempdia.responseWrong = Allcrimes[random].crimedia.responseWrong; temp.diachoices.Add(tempdia); } Debug.Log("Name: " + temp.name + "\tCrime: " + temp.crime + "\tDifficulty: " + temp.difficulty); allprisoners.Add(temp); } }
public void OutputFile(OutFiles type, string fileName, DialogueChoices.DialogueChoicesControl choicesControl, Dictionary<string, int> DTEtable) { dialogueModule.OutputFile(type, fileName, choicesControl, DTEtable); }
public void OutputFile(OutFiles type, string fileName, DialogueChoices.DialogueChoicesControl choicesControl, Dictionary<string, int> DTEtable) { System.Resources.ResourceManager res = new System.Resources.ResourceManager("AtelierElieScripter.Res.GameFiles", System.Reflection.Assembly.GetExecutingAssembly()); Encoding enc = System.Text.Encoding.GetEncoding("iso-8859-1"); switch (type) { case OutFiles.EV1: FileStream fs = new FileStream(fileName, FileMode.Create); BinaryWriter bw = new BinaryWriter(fs, enc); bw.Write((Byte[])res.GetObject("EV_001")); uint writePos; writePos = EmptyRange.Ranges[0].Begin; for (int i = 0; i < 0x27; i++) { mainBlocks[i].OutputFile(bw, 0, writePos, DTEtable); writePos = (uint)bw.BaseStream.Position; } writePos = EmptyRange.Ranges[1].Begin; for (int i = 27; i < 0x49; i++) { mainBlocks[i].OutputFile(bw, 1, writePos, DTEtable); writePos = (uint)bw.BaseStream.Position; } writePos = EmptyRange.Ranges[2].Begin; for (int i = 49; i < 0x7e; i++) { mainBlocks[i].OutputFile(bw, 2, writePos, DTEtable); writePos = (uint)bw.BaseStream.Position; } break; case OutFiles.EV4: break; case OutFiles.EV7: break; case OutFiles.EVCB: break; case OutFiles.EVREQUEST: break; } }