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]; }
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++; }
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(); }