void Awake() { //Assign the static variable player to the only instance of this class that should exist. if (!ui) { ui = this; } else { Debug.LogError("Multiple UI instances on objects: " + ui.name + ", " + name); //We HAVE to return to stop execution if there is another instance that exists already, otherwise we may override the original static variables. return; } dialogueUI = dialogueUIObjects; inventoryUI = inventoryUIObjects; Crosshair = CrosshairOb; MessageAnimator = _MessageAnimator; MessageText = _MessageText; ThoughtsText = _ThoughtsText; ThoughtsObject = _ThoughtsObject; ThoughtContButton = _ThoughtContButton; ThoughtExitButton = _ThoughtExitButton; CutsceneObject = _CutsceneObject; CutsceneImage = _CutsceneImage; CutsceneContButton = _CutsceneContButton; CutsceneExitButton = _CutsceneExitButton; InnerDialogueText = _InnerDialogueText; InnerDialogueObject = _InnerDialogueObject; InnerDialogueContButton = _InnerDialogueContButton; InnerDialogueExitButton = _InnerDialogueExitButton; InnerDialogueName = _InnerDialogueName; //Disable UI objects incase they are left enabled. dialogueUI.ResponseButton.SetActive(false); dialogueUIObjects.Parent.SetActive(false); inventoryUI.Parent.SetActive(false); inventoryUI.BaseInventoryItem.SetActive(false); inventoryUI.ItemInformationPanel.SetActive(false); inventoryUI.MemoryParent.SetActive(false); CutsceneObject.SetActive(false); InnerDialogueObject.SetActive(false); EndingImage = _EndingImage; EndingText = _EndingText; HeavenAudio = _heavenAudio; HellAudio = _hellAudio; NeutralAudio = _neutralAudio; CutsceneAudio = _cutsceneAudio; //Load Dialogue Nodes DialogueController.LoadDictionary(); }
protected Node SpeakUI(GameObject agent1, string text) { return(new SequenceParallel( Speak(agent1), new LeafInvoke(() => { if (DialogueUI.Available()) { if (DialogueUI.Finished(text)) { return RunStatus.Success; } else { DialogueUI.SetText(text); return RunStatus.Running; } } else { return RunStatus.Running; } }), new LeafWait(1000) )); }
// Use this for initialization void Start() { dialogueNodesListUI = FindObjectOfType <DialogueNodesListUI>(); playerChoicesListUI = FindObjectOfType <PlayerChoicesListUI>(); dialogueUI = FindObjectOfType <DialogueUI>(); displayController = GetComponent <UIDisplayController>(); }
// Use this for initialization void Start() { dialogueUI = FindObjectOfType <DialogueUI>(); dialogueUI.StartNewDialogue(dialogueID); Destroy(this); Destroy(gameObject); }
void Start() { npcManager = NPCManager.instance; Ground = GroundFind.instance.gameObject; rewind = RewindManager.instance; player = PlayerController.instance; rb2d = GetComponent <Rigidbody2D>(); collider2D = GetComponent <Collider2D>(); dialogueUI = GetComponentInChildren <DialogueUI>(); health = GetComponent <Health>(); anim = GetComponent <Animator>(); currentPathTargetIndex = 0; if (path != null) { currentPathTarget = path.positions[currentPathTargetIndex]; } if (canBeHostile) { weaponGameObject = Instantiate(items.Find(x => x.itemType == ItemType.Gun).gameObject, rb2d.position, Quaternion.identity); weaponGameObject.GetComponent <PickupObject>().canPickup = false; weaponGameObject.GetComponent <SpriteRenderer>().enabled = false; weaponGameObject.transform.parent = Ground.transform; weapon = weaponGameObject.GetComponent <Item>(); shotAudioSource = GetComponent <AudioSource>(); weaponLight = GetComponentInChildren <Light2D>(); } }
private void SetDialogue(DialogueUI show, DialogueUI hide, string text) { show.Dialogue = text; show.ShowUI(); hide.HideUI(); }
void Awake() { if (gc == null) { gc = this; } else { // if this one's a duplicate, destroy Destroy(this.gameObject); return; } DontDestroyOnLoad(this); titleText = editorTitleText; dialogueUI = GetComponentInChildren <DialogueUI>(); signUI = GetComponentInChildren <SignUI>(); pc = GetComponentInChildren <PlayerController>(); rm = GetComponent <RespawnManager>(); playerFollower = gc.GetComponentInChildren <PlayerFollower>(); save = gc.GetComponent <SaveWrapper>().save; blackoutUI = GetComponentInChildren <BlackFadeUI>(); pauseUI = GetComponentInChildren <PauseUI>(); abilityUIAnimator = GameObject.Find("AbilityGetUI").GetComponent <Animator>(); inventory = gc.GetComponentInChildren <InventoryController>(); parallaxOption = gc.GetComponentInChildren <ParallaxOption>(); bossHealthUI = GameObject.Find("BossHealthUI").GetComponent <BarUI>(); bossHealthUI.gameObject.SetActive(false); playerMenu = GameObject.Find("PlayerMenu"); binarySaver = gc.GetComponent <BinarySaver>(); saveWrapper = gc.GetComponent <SaveWrapper>(); audioListener = gc.GetComponentInChildren <AudioListener>(); bossFightIntro = gc.GetComponentInChildren <BossFightIntro>(includeInactive: true); }
private void SetDialogue(DialogueUI show, DialogueUI hide, string text) { show.ShowUI(); hide.HideUI(); show.Dialogue(text); typingState = TypingState.Typing; }
void Start() { //cm = GetComponent<CharacterMovement>(); rpi = GetComponent <RayPlayerInput>(); rm = GetComponent <RayMovement>(); diagUI = FindObjectOfType <DialogueUI>(); }
void Awake() { if (gc == null) { gc = this; } else { // if this one's a duplicate, destroy Destroy(this.gameObject); return; } DontDestroyOnLoad(this); titleText = editorTitleText; dialogueUI = GetComponentInChildren <DialogueUI>(); signUI = GetComponentInChildren <SignUI>(); pc = GetComponentInChildren <PlayerController>(); rm = GetComponent <RespawnManager>(); playerFollower = gc.GetComponentInChildren <PlayerFollower>(); save = gc.GetComponent <Save>(); blackoutUI = GetComponentInChildren <BlackFadeUI>(); pauseUI = gc.transform.Find("PixelCanvas").transform.Find("PauseUI").GetComponent <Animator>(); abilityUIAnimator = gc.transform.Find("PixelCanvas").transform.Find("AbilityGetUI").GetComponent <Animator>(); inventory = gc.GetComponentInChildren <InventoryController>(); parallaxOption = gc.GetComponentInChildren <ParallaxOption>(); }
public static void BoardPosition(GameObject _object) { board = CheckBoard(); if (!IsBoardFull()) { _object.transform.position = new Vector3(GetPositionX(), GetPositionY(), 0); EndBoardPlace(); } else { GameManager.waitingDecision = true; if (GameManager.mainPlayerTurn) { GameManager.optionsObject.SetActive(false); DialogueUI.ShowDialogue("Full board. Choice <b>one</b> card to replace!"); } else { InitializeGame.mainAI.GetComponent <AI> ().SelectCardToReplace(); } } }
private void Start() { dialogueUI = GetComponent <DialogueUI>(); responseBox.gameObject.SetActive(false); responseButtonTemplate.gameObject.SetActive(false); }
private void Start() { // load local resources // (moving all logic from start function to this first time function) gameDataSaver = GetComponent <GameDataSaver>(); logoutButton.onClick.AddListener(onLogout); exitButton.onClick.AddListener(onExit); logoutCanvas = FindObjectOfType <LogoutCanvas>(); questWindowUI = FindObjectOfType <QuestWindowUI>(); reviveController = FindObjectOfType <ReviveController>(); hud = FindObjectOfType <HUDController>(); dialogueUI = FindObjectOfType <DialogueUI>(); actionBar = GetComponentInChildren <ActionBarController>(); inventoryManager = gameObject.GetComponentInChildren <InventoryManager>(true); inventory = inventoryManager.inventory; equipment = gameObject.GetComponentInChildren <EquipmentPanel>(true).equipment; // set up component logoutCanvas.gameObject.SetActive(false); hud.gameObject.SetActive(false); QuestManager.instance.questWindowUI = questWindowUI; DialogueManager.instance.dialogueUI = dialogueUI; StartCoroutine(LoadGameScene()); exitButton.enabled = false; logoutButton.gameObject.SetActive(false); exitButton.gameObject.SetActive(false); // If game data exists in the database // Override the first stats load using the user data if (User.GetActiveCharacter().GameState.isDirty) { GameCharacter.Stats = GameCharacter.GetStatsFromData(UserService.Instance.User.GetActiveCharacter().GameState.Stats); GameCharacter.Stats.Setup(); } }
private void Awake() { shipController = GetComponent <ShipController>(); lHandler = GetComponent <LandingHandler>(); dialogueUI = GameObject.FindObjectOfType <DialogueUI>(); shipMaterial = GetComponentInChildren <Renderer>().material; }
private bool doNotEngage = false; // when player has everything they need, do not converse anymore // Start is called before the first frame update void Start() { dialogueUI = FindObjectOfType <DialogueUI>(); assigned = GetComponent <VIDE_Assign>(); npcName = this.gameObject.tag; Debug.Log("This NPC name is " + npcName); }
void Start() { dialogueUI = GetPanel().GetComponentInChildren <DialogueUI>(); translationUI = GetPanel().GetComponentInChildren <TranslationUI>(); questsUI = GetPanel().GetComponentInChildren <QuestsUI>(); dataUImenusToggleGroupName = "DataUImenusToggleGroup"; CreateNewMenuToggleGroup(dataUImenusToggleGroupName); }
public void SetAvatar() { print("setting avatar for " + gameObject.name); DialogueUI dialogueUI = FindObjectOfType <DialogueUI>(); dialogueUI.SetAvatar(_avatarImage); dialogueUI.SetName(_displayName); }
void Awake() { m_Input = FindObjectOfType <PlayerInput>(); m_playerController = FindObjectOfType <PlayerController>(); dialogueRunner = FindObjectOfType <DialogueRunner>(); dialogueUI = FindObjectOfType <DialogueUI>(); s_Instance = this; }
void Awake() { dialogueData = GetComponent <DialogueData>(); dialogueUi = GameObject.Find("DialogueOutput").GetComponent <DialogueUI>(); dialoguePlayer = GameObject.Find("PlayerCharacter").GetComponent <DialoguePlayer>(); allDoorsInScene = FindObjectsOfType <DialogueSceneDoor>(); }
private void Awake() { dialogueUI = FindObjectOfType <DialogueUI>(); spawner = FindObjectOfType <Spawner>(); rb = GetComponent <Rigidbody>(); }
/// <summary> /// Register the add quest code when dialogue ends. /// </summary> /// <param name="dialogueElem"></param> /// <param name="questName"></param> private void RegisterQuestOnDiaglogueEnd(DialogueUI dialogueElem, string questName) { DialogueEndedEventArgs args = new DialogueEndedEventArgs(); args.questName = questName; dialogueElem.args = args; dialogueElem.DialogueEnded += questManager.AddQuest; }
void Start() { playerShip = GameObject.Find("PlayerShip"); dialogueUI = FindObjectOfType <DungeonEntryDialogueManager>().dialogueUI; dialogueBlackOverlay = dialogueUI.blackOverlayAnimator.gameObject; Instantiate(firstBossStatue, transform.position + new Vector3(0.4f, -2, 0), Quaternion.identity); adjustRotation(); }
public void ClientResponse() { //GET DIALOGUE COMPONENT Dialogue[] dialogues = gameObject.GetComponents <Dialogue>(); if (dialogues.Length == 0) { return; //NO DIALOGUES } if (!ui) { ui = FindObjectOfType <DialogueUI>(); } //ASSIGN UI HEADER VARIABLES if (ui != null) { //ITERATE THROUGH SPEECHES foreach (Dialogue speech in dialogues) { if (speech.isActiveAndEnabled) { ui.dialogue = speech; } //ui.speakerImage.sprite = speech.icon; //SET UI IMAGE //ui.speakerTitle.text = speech.title; //SET UI TITLE } //QUEUE SPEECH LINES //foreach (string line in speech.lines) //{ //if (line.StartsWith("?")) { } //Use later for Dialogue Options // _dialogue.Enqueue(line); //} } if (_dialogue.Count < 1) { return; //NO DIALOGUE } //if (ui != null) //{ // foreach (string dialogueLine in dialogue) // { //TODO: This does not seem to delete //ui.dialogueLine.text += _dialogue.Dequeue(); //SET UI DIALOGUE LINE // } //} #region DEBUG #if UNITY_EDITOR && DEBUG System.Text.StringBuilder log = new System.Text.StringBuilder((ui != null) ? ui.speakerTitle.text.ToString() : ""); foreach (string line in dialogue) { log.AppendLine(line); } Debug.Log(log.ToString()); #endif #endregion //DEBUG }
/** * @param timeShown - null to estimate based on text length; negative to denote 'indefinataly' */ public static SpeechBubble Think(this GameObject speaker, string text, float?timeShown = null, Vector3?speechPosition = null, SpeechBubble.Side?tipSide = null, float?tipPositionOnSide = null) { return(ShowSpeechBubble(speaker, DialogueUI.Load("Thought Bubble"), text, timeShown, speechPosition, tipSide, tipPositionOnSide)); }
void Start() { // Finds stuff if (ui == null) { ui = GameObject.FindGameObjectWithTag("UI"); } if (diagUI == null) { diagUI = FindObjectOfType <DialogueUI>(); } // Checking for existing singleton if (instance != null) { Destroy(this.gameObject); return; } instance = this; DontDestroyOnLoad(this.gameObject); // Initializes the hivemind for (int i = 0; i < transform.childCount; i++) { #if UNITY_5_3_OR_NEWER hivemind.Add(new InfectedCharacter() { Character = transform.GetChild(i).gameObject, Floor = SceneManager.GetActiveScene().buildIndex, InPlayerControl = i == 0, Life = 100 }); #else hivemind.Add(new InfectedCharacter() { Character = transform.GetChild(i).gameObject, Floor = Application.loadedLevel, InPlayerControl = i == 0, Life = 100 }); #endif } if (hivemind.Count <= 0) { return; } // Sets the currently active character currentCharacter = hivemind[currentCharacterIndex].Character; //currentCharacter.AddComponent<InfectionTimer>().BeginTimer(); DisableOthers(); // Disable input for every character except the first one for (int i = 0; i < hivemind.Count; i++) { hivemind[i].Character.GetComponent <RayPlayerInput>().enabled = (i == 0) ? true : false; } // Gets the camera manager //cameraManager = Camera.main.transform.parent.gameObject.GetComponent<Cameras>(); //cameraManager.target = currentCharacter.transform; }
// Use this for initialization void Start() { playerChoicesListUI = FindObjectOfType <PlayerChoicesListUI>(); dialogueUI = FindObjectOfType <DialogueUI>(); options = transform.Find("DialogueOptions").gameObject; saveDialogue = transform.Find("Save").gameObject; activeToggle = transform.GetComponentInChildren <Toggle>(); dialogueNodesListUI = FindObjectOfType <DialogueNodesListUI>(); }
void Start() { playerShip = GameObject.Find("PlayerShip"); dialogueUI = FindObjectOfType <DungeonEntryDialogueManager>().dialogueUI; dialogueBlackOverlay = FindObjectOfType <DungeonEntryDialogueManager>().dialogueBlackOverlay; text = this.GetComponent <Text>(); obstacleToolTip = GameObject.Find("PlayerShip").GetComponent <PlayerScript>().obstacleToolTip; SetInventoryAnimation(); }
public void InitialiseMe() { dialogueUI = FindObjectOfType <DialogueUI>(); imageRoot = transform.Find("CentreOfGravity").GetComponent <Transform>(); myAnimator = gameObject.GetComponent <Animator>(); SetCombatController(); interactionDistance = 1f; SetDefaultAnimation(); }
public void StartDialogue() { UIleft = speakerLeft.GetComponent <DialogueUI>(); UIright = speakerRight.GetComponent <DialogueUI>(); UIleft.Speaker = dialogue.getCharLeft(); UIright.Speaker = dialogue.getCharRight(); DisplayLine(); }
private void Start() { gameHandler = GetComponent <GameHandler>(); _dialogueUI = gameHandler.dialogueUI; _dialogueRunner = gameHandler.dialogueRunner; _dialogueRunner.AddCommandHandler("showBox", ShowDialogueBox); _dialogueRunner.AddCommandHandler("hideBox", HideDialogueBox); _dialogueRunner.AddCommandHandler("setBoxPosition", SetDialogueBoxPosition); }
public void Start() { dui = GlobalVars.dialogue_ui; inv = GlobalVars.inventory; db = GlobalVars.database; im = GlobalVars.interact_mode; ps = GlobalVars.plot_system; fui = gameObject.GetComponent<FailUI>(); }
public void Start() { dui = GlobalVars.dialogue_ui; // gameObject.GetComponent<DialogueManager>(); inv = GlobalVars.inventory; db = GlobalVars.database; }