private void AddDialogueChoice(DialogueStrip dialogueStrip) { DialogueStripOption newOption = Instantiate( dialogueStripChoicePrefab, transform ).GetComponent <DialogueStripOption>(); existingOptions.Add(newOption); newOption.Init(dialogueStrip); }
public void RemoveStrip(DialogueStrip strip) { for (int i = 0; i < dialogueStrips.Count; i++) { if (dialogueStrips[i] == strip) { dialogueStrips.Remove(dialogueStrips[i]); Destroy(existingOptions[i].gameObject); existingOptions.RemoveAt(i); } } }
public void ChangeDialogue(int progressionValue = 1) { // Reached the end of the dialogue. Exit momemnt. if (progressionValue == 1 && currentStripIndex + 1 >= currentDialogueStrip.dialogueList.Count) { ui.ExitDialogueStrip(currentDialogueStrip); currentDialogueStrip = null; return; } // A progression value of -1 should rewind the dialogue, if available, while 1 should advance the dialogue else { currentStripIndex = progressionValue == 1 ? currentStripIndex + 1 : currentStripIndex - 1 <= 0 ? 0 : currentStripIndex - 1; } ui.DisplayDialogue(currentDialogueStrip.dialogueList[currentStripIndex]); }
public void ExitDialogueStrip(DialogueStrip strip) { dialogueBox.gameObject.SetActive(false); dialogueStripChoicePanel.gameObject.SetActive(true); dialogueStripChoicePanel.RemoveStrip(strip); }
public void ExitMoment() { currentDialogueStrip = null; currentStripIndex = 0; ui.CloseDialogueBox(); }
public void EnterMoment(DialogueStrip dialogue) { currentDialogueStrip = dialogue; currentStripIndex = 0; ui.DisplayDialogue(currentDialogueStrip.dialogueList[currentStripIndex]); }
public void Init(DialogueStrip strip) { image.color = defaultColor; dialogueStrip = strip; titleText.text = dialogueStrip.name; }
public SaveData(DialogueStrip strip, int line) { currentStrip = strip; currentDialogueLine = line; }