コード例 #1
0
    public void StartConversation(InteractBehavior interact)
    {
        dh.nameTxt.text = interact.character._name;
        gc.storedChar   = Instantiate(interact.character); // this is so we never DIRECTLY edit the object in the folder during the battle
        switch (interact.character._type)
        {
        case (GameController.Types.tiredness):
            dh.whichVoice = 0;
            break;

        case (GameController.Types.kindness):
            dh.whichVoice = 1;
            break;

        case (GameController.Types.liveliness):
            dh.whichVoice = 2;
            break;
        }

        dh.currentLine = 0;
        dh.label.SetActive(false);
        dh.myLines.Clear();
        foreach (string line in interact.character.exploreLines)
        {
            dh.myLines.Add(line);
        }

        dh.EnableTextBox();
        gc.cameraLastPos = Camera.main.transform.position;
        gc.playerLastPos = transform.position;
        //dc.CheckWhosTalking(dc.myLines[dc.currentLine]);
        //dc.textHolder.SetActive(true);
        //dc._text.text = dc.myLines[dc.currentLine];
    }
コード例 #2
0
 void SetUpDialogue()
 {
     dh.myLines          = new List <string>();
     dh.currentLine      = 0;
     showingPhoto.sprite = gm.TurnTextureIntoSprite(gm.ratedPhotos[currentPhoto].photoImage);
     dh.myLines          = CreateSentence(gm.ratedPhotos[currentPhoto]);
     dh.EnableTextBox();
     currentPhoto++;
 }
コード例 #3
0
    public void StartConversation(InteractBehavior interact, bool playerLost)
    {
        dh.nameTxt.text = interact.character._name;
        gc.storedChar   = Instantiate(interact.character); // this is so we never DIRECTLY edit the object in the folder during the battle
        switch (interact.character._type)
        {
        case (GameController.Types.tiredness):
            dh.whichVoice = 0;
            break;

        case (GameController.Types.kindness):
            dh.whichVoice = 1;
            break;

        case (GameController.Types.liveliness):
            dh.whichVoice = 2;
            break;
        }

        dh.currentLine = 0;
        dh.label.SetActive(false);
        dh.myLines.Clear();
        if (!playerLost)
        {
            foreach (string line in interact.character.defeatLines)
            {
                dh.myLines.Add(line);
            }
        }
        else
        {
            foreach (string line in interact.character.winLines)
            {
                dh.myLines.Add(line);
            }
        }

        dh.isShowingDefeat = true;
        dh.EnableTextBox();
    }