/// <summary> /// Pulls the wall. /// </summary> /// <param name="arg">The argument.</param> /// <param name="length">How far to pull</param> public void Pull(string arg, string length) { if (arg.All(char.IsDigit)) { DialogueScript.ErrorText("It'd be nice if you specified what you want to pull."); return; } GameObject hit = GetRaycastObject(); if (hit == null) { DialogueScript.ErrorText("There's nothing in front of you."); return; } if (arg.ToUpper() == "WALL" && hit.tag == "PushableWall") { int pushDistance; if (length == null) { pushDistance = 100; } else { pushDistance = int.Parse(length); } StartCoroutine(PullTheWall(hit, pushDistance)); } }
void Start() { Time.timeScale = 1; //attach components _char = GetComponent <CharacterController>(); _absoluteTransform = Camera.main.transform; _sprite = transform.Find("Sprite"); _legs = _sprite.Find("Legs").GetComponent <LegsScript>(); _face = _sprite.Find("Face").GetComponent <FaceScript>(); _dialogue = GameObject.FindGameObjectWithTag("Dialogue").GetComponent <DialogueScript>(); _faceStartPos = _face.transform.localPosition; _save = GetComponent <SavePosition>(); //set init vars _startPosSprite = _sprite.localPosition; float savedPos = _save.Load(); if (savedPos != 0) { Vector3 newPos = transform.position; newPos.x = savedPos; transform.position = newPos; } }
public IEnumerator HealingStation() { //Reset yield return(Setup()); //Lower Player Health and Magic Player playerStats = PlayerData.instance.data.Players[0]; playerStats.Health = 70; playerStats.Magic = 0; player.transform.position = new Vector2(-4, -2); yield return(moveForFrames(10, "Down")); Assert.IsNotNull(GameObject.Find("DialogueBox")); //Check box saying that players have been healed is shown Assert.AreEqual(playerStats.Health, 100); //Health now 100 Assert.AreEqual(playerStats.Magic, playerStats.MaximumMagic); //Magic back at maximum value DialogueScript dialogueScript = GameObject.Find("Dialogue Manager").GetComponent <DialogueScript> (); dialogueScript.pseudoKeyPress = true; yield return(WaitForFrames(3)); dialogueScript.pseudoKeyPress = false; Assert.Null(GameObject.Find("DialogueBox")); //Check box vanished again yield return(moveForFrames(2, "Up")); //Move within range of station Assert.Null(GameObject.Find("DialogueBox")); //Check box isn't opened again yield return(moveForFrames(30, "Up")); //Move out of range yield return(moveForFrames(35, "Down")); //Move back in range Assert.IsNotNull(GameObject.Find("DialogueBox")); //Check station is triggered again //Close dialogueScript.pseudoKeyPress = true; yield return(WaitForFrames(3)); }
/// <summary> /// Emote "Hide". Can take none, one or two arguments. /// </summary> /// <param name="arg">Players first argument</param> /// <param name="arg2">Players second argument</param> private void Hide(string arg, string arg2) { if (arg == null && arg2 == null) { DialogueScript.GameInformationText("The big bad warrior tries to hide."); } }
/// <summary> /// Remove an alias from the dict of aliases /// </summary> /// <param name="alias">The alias.</param> public void UnAlias(string alias) { //Is the alias saved if (CommandListScript.AliasDictionary.ContainsKey(alias)) { //Iterate through the lists to find it foreach (var list in CommandListScript.ValidCommandsList) { //Perform a reverse for loop on each list so that they can be changed for (int i = list.Count - 1; i > -1; i--) { //If the current string in the list is equal to the alias if (string.Equals(list[i], alias, StringComparison.CurrentCultureIgnoreCase)) { //Remove the alias from the list list.Remove(alias); //also remove it from the aliasdictionary CommandListScript.AliasDictionary.Remove(alias); //Inform the player that they've removed the alias DialogueScript.MovementText("You forgot how to use that alias."); } } } } }
void Awake() { if (scriptsToRun != null) { for (int i = 0; i < scriptsToRun.Length; i++) { if (scriptsToRun[i] != null) { scriptsToRun[i].structAttachedTo = this; } else { Debug.LogError("[DialogueStruct] [Scripts] Element " + i + " is null!"); } } } typingSoundScript = GetComponent <TypingSoundScript>(); if (typingSoundScript != null) { typingSoundScript.structAttachedTo = this; } else { Debug.LogError("[DialogueStruct] Could not find typing sound script! On: " + transform.name); } }
/// <summary> /// Called after an ability is used, places abilites on cooldown and checks if the player hits. /// </summary> /// <param name="ability">The ability.</param> /// <param name="cd">The cd.</param> /// <param name="damage">The damage.</param> public void EndOfTurn(string ability, int cd, int damage) { //Make sure the script has a reference to the GameTurnController if (!GameTurnController) { GameTurnController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameTurnController>(); } switch (ability) { case "Thrust": GetComponent <Animator>().SetTrigger("PlayerThrust"); break; case "Slash": case "StrainSlash": GetComponent <Animator>().SetTrigger("PlayerSlash"); break; case "Block": GetComponent <Animator>().SetTrigger("PlayerBlock"); break; case "Slam": GetComponent <Animator>().SetTrigger("PlayerSDash"); break; } //Check if the Player hits string hit = CalculateHit(); //Get a reference to the enemy GameObject enemyGameObject = CommandScript.GetRaycastObject(); switch (hit) { //If missing case "Miss": //Inform the Player and let the enemy know if (ability != "Block" && ability != "ShieldBlock") { DialogueScript.CombatTextPlayer("You missed the enemy!"); enemyGameObject.GetComponent <EnemyScript>().PlayerMissed(); } break; //If hit case "Hit": //Call the function to do damage and place the ability on cooldown StartCoroutine(DoDamage(damage, ability)); AddToCooldownList(ability, cd); break; //Or if it's a crit case "Crit": //Call the damage function and give it twice the amount of damage, then set ability cooldown StartCoroutine(DoDamage(damage * 2, ability)); AddToCooldownList(ability, cd); break; } //Change the turn ChangeTurn(ability, hit); }
// Start is called before the first frame update void Start() { Debug.Log( "StartHits" ); dialogue = this.GetComponent <DialogueScript>(); dialogue.ChangeLine("hits"); dialogue.StartWriting(); time = maxTime; type = MissionType.Hits; ball = GameObject.Find("ball"); timeText = GameObject.Find("Time").GetComponent <TMPro.TextMeshProUGUI>(); countdownText = GameObject.Find("Countdown"); countdownText.GetComponent <TMPro.TextMeshProUGUI>().text = ""; hitsCount = GameObject.Find("HitsCount").GetComponent <TMPro.TextMeshProUGUI>(); hitsCount.enabled = true; missionLabel = GameObject.Find("MissionLabel").GetComponent <TMPro.TextMeshProUGUI>(); missionLabel.text = "HITS"; ball.GetComponent <BallController>().ChangeToHits(); maxTime = 30f; }
IEnumerator Darken() { if (GameObject.Find("ScriptHolder").GetComponent <LevelScript>().TorchNumber == 0) //if all torches are dead, don't do anything but speak { DialogueScript.CombatTextEnemy("The darkness is the best isn't it?"); } else { int randomText = Random.Range(0, 3); //for picking a text if (randomText == 1) { DialogueScript.CombatTextEnemy("Dagur shall stay here forever!"); } else if (randomText == 2) { DialogueScript.CombatTextEnemy("The sun will never rise!"); } else { DialogueScript.CombatTextEnemy("Let there be darkness!"); } yield return(new WaitForSeconds(3)); DialogueScript.GameInformationText("One of the torches flickers"); GameObject.Find("ScriptHolder").GetComponent <LevelScript>().TorchCountdown += 20; //add to the tourchcounter GameObject.Find("ScriptHolder").GetComponent <LevelScript>().TorchCounter(); //dim one light } FinishTurn(); }
public void StrainSlash() { if (OnCooldown("strainslash")) { return; } lastMove = "StrainSlash"; if (PlayerPrefs.GetInt("Level") < 8) { DialogueScript.ErrorText("While you grasp the consept, you still don't know how to do it"); DialogueScript.CombatTextEnemy("The enemy sees your uncertainty, and strikes!"); ChangeTurn(null, null); return; } if (PlayerPrefs.GetInt("Strength") > 5) { DialogueScript.GameInformationText("You strain yourself in the attack!"); DialogueScript.GameInformationText("You feel weaker."); PlayerPrefs.SetInt("Strenght", PlayerPrefs.GetInt("Strenght") - 1); //-1 permanent strenght EndOfTurn("StrainSlash", 3, Random.Range((PlayerPrefs.GetInt("Strength") + 1) * 2, (PlayerPrefs.GetInt("Strenght") + 1 + PlayerPrefs.GetInt("Level")) * 2)); } else { DialogueScript.GameInformationText("You are not strong enough for this anymore."); DialogueScript.GameInformationText("Try a different attack"); } }
/// <summary> /// Shows the help. /// </summary> /// <param name="arg"></param> /// <param name="arg2"></param> public void ShowHelp(string arg, string arg2) { //TODO: Currently this is being done both in InputValidation.cs and here. Simplify? string[] panelNames = { "MOVE", "TUTORIAL", "INTERACT", "COMMAND", "COMBAT" }; //Check if the Player gave any additional input CheckString("Help", arg); //If not, send "null" to the InterfaceScript so that will show the help panel if (NoInput) { InterfaceScript.ShowHelp("null"); //InterfaceScript.ActivateInput(); return; } //If there are arguments, it should either be "with" + a valid help opion // or just a valid help option. if (arg.Equals("with", StringComparison.CurrentCultureIgnoreCase) && CommandListScript.AllCommandsList.Any(s => s.Equals(arg2, StringComparison.CurrentCultureIgnoreCase))) { InterfaceScript.ShowHelp(arg2); return; } if (CommandListScript.AllCommandsList.Any(s => s.Equals(arg, StringComparison.CurrentCultureIgnoreCase)) || panelNames.Any(s => s.Equals(arg, StringComparison.CurrentCultureIgnoreCase))) { InterfaceScript.ShowHelp(arg); return; } //Or if no valid command was given as an argument, let the Player know. else { DialogueScript.ErrorText("No help for that."); } }
public IEnumerator B6StartNextBattle() { yield return(Setup()); //Add new player for testing // DataManager data = PlayerData.instance.data; // data.addPlayer (new Player ("Hannah", 5, 100, 5, 5, 5, 5, 5, 5, 0, null, // new IncreaseMoney ("stole money from", "Increase money returns by 50%", 2, 0.5f), // new MagicAttack ("threw wine battles at", "Thorw wine bottles with damage 15", 2, 15), // (Texture2D)Resources.Load ("Character2", typeof(Texture2D)))); //Move to next fight yield return(moveForFrames(20, "Left")); ObjectInteraction objectScript = GameObject.Find("Character").GetComponentInChildren <ObjectInteraction> (); dialogueScript = GameObject.Find("Dialogue Manager").GetComponent <DialogueScript> (); objectScript.pseudoKeyPress = true; yield return(WaitForFrames(3)); dialogueScript.pseudoKeyPress = true; yield return(new WaitForSeconds(2)); //Wait 3 frames for player to move then trigger to be detected and input processed Assert.AreEqual("Battle", SceneManager.GetActiveScene().name); //Check Battle scene has loaded //Check Run Button is enabled Assert.True(GameObject.Find("RunButton").GetComponent <Button>().interactable); //Perform setup SetupReferences(); }
IEnumerator WildAttack() { int damage = Random.Range(Mathf.CeilToInt(strenght * 1.5f), Mathf.RoundToInt(strenght * 2.5f)); //some damage GameObject.FindGameObjectWithTag("Player").GetComponent <WarriorClass>().storedDamage = damage; //used for counterattack DialogueScript.CombatTextEnemy("The enraged " + enemyName.ToLower() + attackPattern + " at you wildly."); //what did the enemy do if (lastPlayerCommand == "ShieldBlock") { yield return(new WaitForSeconds(2f)); DialogueScript.CombatTextEnemy("You try to block the enraged " + enemyName.ToLower() + " but the attacks are too random."); } yield return(new WaitForSeconds(3f)); Animate(); if (Random.Range(0, 2) == 0) { DialogueScript.CombatTextEnemy("The enraged " + enemyName.ToLower() + " hits! And " + attackPattern + " you for " + damage + " damage!"); //what did the enemy do PlayerPrefs.SetInt("Health", PlayerPrefs.GetInt("Health") - damage); //damage the player GameObject.FindGameObjectWithTag("Player").GetComponent <WarriorClass>().storedDamage = damage; } else { DialogueScript.CombatTextEnemy("The enraged " + enemyName.ToLower() + " misses you!"); //writes yield return(new WaitForSeconds(3f)); DialogueScript.CombatTextEnemy("In the missed attack, the enraged " + enemyName.ToLower() + " damages itself."); //writes currentHp -= 10; //self damage GameObject.FindGameObjectWithTag("Player").GetComponent <WarriorClass>().storedDamage = 0; } FinishTurn(); }
void KillPlayer() { DialogueScript.CombatTextEnemy("The Enemy strikes a mortal blow and the world is darkening...."); GameObject.FindGameObjectWithTag("ScriptHolder").GetComponent <LevelFader>().SceneFinished = true; //fade to darkness GameObject.FindGameObjectWithTag("UI").GetComponent <InterfaceScript>().DeActivateInput(); GetComponent <EnemyScript>().Invoke("PlayerDead", 3); }
void Start() { this.Player = GameObject.FindWithTag("Player"); Player.GetComponent <plyaer>().CourseFlag = true; dialpgue_s = FindObjectOfType <DialogueScript>(); dialpgue_s.StartDialogue(dialogue); }
// Use this for initialization void Start() { dManager = FindObjectOfType <DialogueScript> (); movementScript = FindObjectOfType <PlayerMovement> (); text = new string[1]; text [0] = "All teammates have been healed and magic restored"; }
/// <summary> /// Rest for 4x5% of total health. Calls an IEnumerator that in turn calls AddRestingHealth x 4 every 1.5 seconds. /// </summary> /// <param name="arg">The argument.</param> public void Rest(string arg) { MovementHappening = true; DialogueScript.GameInformationText("You rest to regain health."); ClearCommandPool(); StartCoroutine("Resting"); }
public void Cleave() { if (OnCooldown("cleave")) { return; } lastMove = "Cleave"; //Do a vertical cleave for x damage if (PlayerPrefs.GetInt("Level") < 4) { DialogueScript.ErrorText("You're not quite sure how to do that yet."); DialogueScript.ErrorText("Maybe after a couple more battles"); DialogueScript.CombatTextEnemy("You space out a bit, and the enemy strikes!"); ChangeTurn(null, null); return; } if (chargeAmount <= 0) { DialogueScript.GameInformationText("You fill up with rage."); DialogueScript.GameInformationText("Next turn you can do the attack!"); EndOfTurn("Cleave", 1, 0); chargeAmount = 3; } else { chargeAmount = 0; DialogueScript.GameInformationText("You strike the enemy with a heavy hit!"); EndOfTurn("Cleave", 3, Random.Range(PlayerPrefs.GetInt("Strength") + chargeAmount, PlayerPrefs.GetInt("Strenght") + PlayerPrefs.GetInt("Level") + chargeAmount)); } }
/// <summary> /// Changes the turn after a combat move has finished checking for hit or miss /// </summary> /// <param name="ability">The ability.</param> /// <param name="hit">The hit.</param> public void ChangeTurn(string ability, string hit) { GameObject.FindGameObjectWithTag("Player").GetComponent <WarriorClass>().chargeAmount--; //If the ability was Slam and it hit (or crit) if (ability == "Slam" && (hit == "Hit" || hit == "Crit")) { //Inform the Player that the enemy is stunned DialogueScript.CombatTextPlayer("Your foe seems stunned by your shield!"); DialogueScript.CombatTextPlayer("Quickly strike again before he regains his whereabouts!"); //Return the state to Combat, add one to Turn counter and activate input GameTurnController.CurrentState = GameTurnController.PlayerState.Combat; CurrentTurn++; InterfaceScript.ActivateInput(); return; } //Else, if the ability was null (i.e. missed) if (ability == null) { //Change state to Enemy turn, do 0 damage and add one to turn counter GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyCombatTurn; StartCoroutine(DoDamage(0, "null")); CurrentTurn++; return; } //Otherwise, just change to enemy turn and add one to turn counter GameTurnController.CurrentState = GameTurnController.PlayerState.EnemyCombatTurn; CurrentTurn++; }
public void CounterAttack() { if (OnCooldown("counterattack")) { return; } if (PlayerPrefs.GetInt("Level") < 6) { DialogueScript.ErrorText("Oh, that is something you havn't learnt to do yet."); DialogueScript.CombatTextEnemy("The enemy sees an opening, and stikes!"); ChangeTurn(null, null); return; } if (lastMove != "ShieldBlock") { DialogueScript.ErrorText("You need to block first!"); } else { int cm = PlayerPrefs.GetInt("Level"); if (cm > 3) { cm = 3; } //cant do more than three times stored damage DialogueScript.GameInformationText("You see an opening, and strike!"); EndOfTurn("CounterAttack", 1, Random.Range(storedDamage, storedDamage * cm)); } //Do a quick attack for x damage after blocking an attack lastMove = "CounterAttack"; storedDamage = 0; }
/// <summary> /// Enables the Player to light up torches (or possibly other objects). /// </summary> /// <param name="arg">Object to light up.</param> public void Light(string arg) { //Set MovementHappening to true to make sure that the Player disabled darkness before losing health MovementHappening = true; GameObject hit = GetRaycastObject("Torch"); if (hit == null) { DialogueScript.ErrorText("There's nothing here to light"); MovementHappening = false; return; } if (arg.ToUpper() == "TORCH") { if (hit.transform.tag == "Torch") { StartCoroutine(RotateAndInteract(hit)); return; } else { DialogueScript.ErrorText("That's not a torch."); } } else { DialogueScript.ErrorText("You can't light that."); } MovementHappening = false; }
private void Kick(string arg, string arg2) { GameObject hit = GetRaycastObject(); if (hit == null) { if (arg == null) { DialogueScript.GameInformationText("You kick out wildly into the air. Not sure that is helping anyone."); return; } DialogueScript.ErrorText("Somehow, you fail to kick anything."); return; } if (arg2 == null) { if (string.Equals(hit.transform.gameObject.tag, arg, StringComparison.CurrentCultureIgnoreCase)) { DialogueScript.GameInformationText("You kick the " + arg + ". Did it help you?"); return; } } if (arg.ToUpper() == "THE") { if (string.Equals(hit.transform.gameObject.tag, arg, StringComparison.CurrentCultureIgnoreCase)) { DialogueScript.GameInformationText("You kick " + arg + " " + arg2 + ". Did it help you?"); return; } } else { DialogueScript.ErrorText("What exactly are you trying to kick?"); } }
/// <summary> /// Begins showing a dialogue captured on specific World Objects. /// </summary> /// <param name="dS">The Dialogue Script of said object.</param> private void StartDialogue(DialogueScript dS) { dialogueHandler.StartDialolgue(dS); mD.CleanMessage(); this.enabled = false; pM.enabled = false; dialogueHandler.endDialogue += EndDialogue; }
public static DialogueScript LoadDialogue(string path) { XmlSerializer serz = new XmlSerializer(typeof(DialogueScript)); StreamReader reader = new StreamReader(path); DialogueScript dia = (DialogueScript)serz.Deserialize(reader); return(dia); }
/// <summary> /// Method responsible for opening the Dialogue Window /// where the node system is placed. /// This overload is called when the program tries to load /// an already existing Dialogue /// </summary> /// <param name="ds">Dialogue to be loaded</param> public static void OpenDialogueGraphWindow(DialogueScript ds) { DialogueGraph window = GetWindow <DialogueGraph>(); window.titleContent = new GUIContent(text: ds.DialogueName); SaveLoadUtils svUtil = new SaveLoadUtils(); svUtil.LoadDialogues(window.graphview, ds); }
public void Slash(string arg) { if (OnCooldown("slash")) { return; } DialogueScript.CombatTextPlayer("You slash wildly at the enemy"); EndOfTurn("Slash", 1, 7); }
public void Thrust(string arg) { if (OnCooldown("thrust")) { return; } DialogueScript.CombatTextPlayer("You thrust your weapon towards the enemy."); EndOfTurn("Thrust", 4, 15); }
/// <summary> /// Adds the health to PlayerPrefs /// </summary> /// <param name="amountHealth">The amount of health to add.</param> private void AddRestingHealth(int amountHealth) { DialogueScript.GameInformationText("Resting...."); PlayerPrefs.SetInt("Health", PlayerPrefs.GetInt("Health") + amountHealth); if (PlayerPrefs.GetInt("Health") > PlayerPrefs.GetInt("Constitution") * 10) { PlayerPrefs.SetInt("Health", PlayerPrefs.GetInt("Constitution") * 10); } }
// Use this for initialization void Start() { levelManager = GameObject.FindObjectOfType <LevelManager>(); diaManager = GameObject.FindObjectOfType <DialogueManager>(); diaScript = gameObject.GetComponent <DialogueScript>(); if (diaScript != null) { currDialogue = diaScript.getDialogues()[gameObject.tag]; } } //end of start
public void Test4() { DialogueScript script = new DialogueScript(); ScriptException ex = Assert.Throws <ScriptException>(() => { script.Parse(script_4); }); Assert.That(ex.Message, Is.EqualTo("Semantic Error: Undeclared ID: End at 5.31")); Assert.Pass(); }
// Use this for initialization void Start() { Instance = this; dialogueO = GameObject.FindGameObjectWithTag("chatObject"); dialogue = dialogueO.GetComponent<DialogueScript>(); playerO = GameObject.FindGameObjectWithTag("Player"); player = playerO.GetComponent<tempPlayerScript>(); onMission = true; endMission = true; getMission = false; }
// Use this for initialization void Start() { //_charCam.SetActive(false); CamPanScript = GameObject.FindGameObjectWithTag("Camera").GetComponent<CameraPanning>(); _dScript = GameObject.FindGameObjectWithTag("GulnazBody").GetComponent<DialogueScript>(); _camChar.GetComponent<Camera>(); _movieCam.GetComponent<Camera>(); _camChar.enabled = false; deshControl = GameObject.FindGameObjectWithTag("desh").GetComponent<Animator>(); _desh = GameObject.FindGameObjectWithTag("desh").GetComponent<NavMeshAgent>(); _moveScript = GameObject.FindGameObjectWithTag("Player").GetComponent<MovementController>(); _dTutScript = GameObject.FindGameObjectWithTag("desh").GetComponent<DeshTutorial>(); _Gulnaz = GameObject.FindGameObjectWithTag("Player"); }
void OnTriggerStay2D(Collider2D coll) { if (Input.GetKeyDown("space")) { dialogueBox = GameObject.Find ("HUD(Clone)").GetComponentInChildren<DialogueScript>(); localizater = GameObject.Find ("LanguageManager").GetComponent<Localizater>(); if (gameObject.tag == "LeftArmor") { dialogueBox.NewText (localizater.IDToWord("LEFT")); } else if (gameObject.tag == "RightArmor") { dialogueBox.NewText (localizater.IDToWord("RIGHT")); } else if (gameObject.tag == "TopArmor") { dialogueBox.NewText (localizater.IDToWord("LAST")); } } }
//private Sprite talkingSprite; void Awake() { if(Instance != null) { Debug.Log("ERROR: Multiple instances of DialogueScript created."); } Instance = this; nameplateContent = "Nameplate"; dialogueContent = "Dialogue"; answers = null; currentNode = startNode; Talk(); //talkingSprite = null; }
public IEnumerator StartDialogue(DialogueScript ds = null, int startAtIndex = 0) { if (ds == null) { ds = new DialogueScript(); ds.dialogue = dialogue; ds.numberOfChoices = numberOfChoices; ds.startIndexInChoices = startIndexInChoices; ds.dialogueEffect = dialogueEffect; ds.choices = choices; ds.nextIndexInDialogue = nextIndexInDialogue; } player.GetComponent<PlayerSpriteController> ().EnableMovement (false); pauseMenu.GetComponent<PauseMenuController> ().ToggleTalking (); talking = true; currentTextIndex = startAtIndex; while (talking) { currentText = ds.dialogue[currentTextIndex]; if (ds.dialogueEffect[currentTextIndex] != 0) { effectFunc = ds.dialogueEffect[currentTextIndex]; effectTriggered = true; } if (ds.numberOfChoices[currentTextIndex] != 0) { int numChoices = ds.numberOfChoices[currentTextIndex]; int startIndex = ds.startIndexInChoices[currentTextIndex]; string[] choiceButtonLabels = new string[numChoices]; int[] nextIndexAfterChoice = new int[numChoices]; for (int i = 0; i < numChoices; i++) { choiceButtonLabels[i] = ds.choices[startIndex + i]; nextIndexAfterChoice[i] = ds.nextIndexInDialogue[startIndex + i]; } // Displays buttons. for (int i = 0; i < choiceButtonLabels.Length; i++) { switch (i) { case 0: ButtonOne.SetActive (true); ButtonOne.GetComponentInChildren<Text> ().text = choiceButtonLabels [i]; buttonOneDestination = nextIndexAfterChoice [i]; break; case 1: ButtonTwo.SetActive(true); ButtonTwo.GetComponentInChildren<Text> ().text = choiceButtonLabels [i]; buttonTwoDestination = nextIndexAfterChoice [i]; break; case 2: ButtonThree.SetActive(true); ButtonThree.GetComponentInChildren<Text> ().text = choiceButtonLabels [i]; buttonThreeDestination = nextIndexAfterChoice [i]; break; case 3: ButtonFour.SetActive(true); ButtonFour.GetComponentInChildren<Text> ().text = choiceButtonLabels [i]; buttonFourDestination = nextIndexAfterChoice [i]; break; default: Debug.Log ("Something went wrong in dialogue choice."); break; } } ButtonOne.GetComponent<Button> ().onClick.AddListener(() => ButtonOnePress()); ButtonTwo.GetComponent<Button> ().onClick.AddListener(() => ButtonTwoPress()); ButtonThree.GetComponent<Button> ().onClick.AddListener(() => ButtonThreePress()); ButtonFour.GetComponent<Button> ().onClick.AddListener(() => ButtonFourPress()); choosing = true; DialogueChoiceMenu.SetActive (true); EventSystem.current.SetSelectedGameObject (null); yield return new WaitForEndOfFrame (); EventSystem.current.SetSelectedGameObject (ButtonOne); yield return new WaitUntil (() => !choosing); ButtonOne.SetActive (false); ButtonTwo.SetActive (false); ButtonThree.SetActive (false); ButtonFour.SetActive (false); DialogueChoiceMenu.SetActive (false); } else { advance = false; yield return new WaitUntil (() => advance); advance = false; if (currentTextIndex + 1 < ds.dialogue.Length) { if (ds.dialogue[currentTextIndex + 1] == "") { talking = false; } else { currentTextIndex++; } } } // Gives player 0.2 seconds to let go of space key. yield return new WaitForSeconds(0.2f); } pauseMenu.GetComponent<PauseMenuController> ().ToggleTalking (); player.GetComponent<PlayerSpriteController> ().EnableMovement (true); if (afterDialogueEffectTriggered) { effectFunc = afterDialogueEffectFunc; effectTriggered = true; //reset afterDialogueEffectTriggered = false; afterDialogueEffectFunc = 0; } yield break; }
// Use this for initialization void Start() { Instance = this; playerObject = GameObject.FindGameObjectWithTag("Player"); player = playerObject.GetComponent<tempPlayerScript>(); start = end = current = 0; message = "Hey, would you like to come to my friends party tonight."; }
// Use this for initialization void Start() { dialogue = FindObjectOfType<DialogueScript>(); }
private DialogueController() { canvas = GameObject.FindWithTag("DialogueCanvas"); boxPrefab = Resources.Load<DialogueScript>("Prefabs2/DialogueBox"); }
// Use this for initialization void Start () { _dScript = _dScript.GetComponent<DialogueScript>(); _deshScript = _deshScript.GetComponent<DeshTutorial>(); _pigScript = _pigScript.GetComponent<NewPigScript>(); _movementScript = _movementScript.GetComponent<MovementController>(); _waterWheel = _waterWheel.GetComponent<Animator>(); _sawBlade = _sawBlade.GetComponent<Animator>(); ArchuraAnim = ArchuraHimself.GetComponent<Animator>(); jumpSequence.SetActive(false); _camera = _camera.GetComponent<Transform>(); _dScript.hasDialogueEnd = true; _orignalRot = _camera.transform.rotation; }
// Use this for initialization void Start() { dialog = GameObject.Find("GameManager").GetComponent<DialogueScript>(); sBroMovement = GameManagerScript.SB.GetComponent<PlayerMovement> (); bBroMovement = GameManagerScript.BB.GetComponent<PlayerMovement> (); }
// Use this for initialization void Start() { //bros small = GameManagerScript.SB; big = GameManagerScript.BB; //waiting for player text waitingForPlayerText = GameObject.Find("WaitingForPlayerText").GetComponent<Image>(); waitingForDialogueText = GameObject.Find("WaitingForDialogueText").GetComponent<Image>(); //dialog dialogue = FindObjectOfType<GameManagerScript>().GetComponent<DialogueScript>(); betterCamScript = Camera.main.GetComponent<BetterCameraScript>(); }
// Use this for initialization void Start() { Instance = this; dialogueObject = GameObject.FindGameObjectWithTag("chatObject"); dialogue = dialogueObject.GetComponent<DialogueScript>(); animation = this.GetComponent<AnimationScript>(); direction = this.transform.position; camera.transform.position = new Vector3(0,80,-10); inMission = talking = getchat = false; Missions = new bool [10]; name = null; for (int i= 0; i < 9; i++) { Missions[i] = false; } }