void LateUpdate() { if (Input.GetKeyDown(KeyCode.L)) { LoadGame(); } if (Input.GetButtonDown("Start") && pauseEnabled) { if (!paused) { Pause(); } else { Unpause(); } } if (inAbilityGetUI && Input.GetButtonDown("Jump")) { HideAbilityGetUI(); } if (Input.GetButtonDown("Inventory")) { if (pc.inCutscene && inventory.inventoryUI.animator.GetBool("Shown")) { CloseInventory(); } else if (!pc.inCutscene && pc.IsGrounded()) { OpenInventory(); } } if ( dialogueOpen && (Input.GetButtonDown("Submit") || Input.GetButtonDown("Jump")) && !dialogueOpenedThisFrame && !inCutscene ) { if (dialogueUI.slowRendering) { dialogueUI.CancelSlowRender(); return; } if (dialogueUI.switchingImage) { dialogueUI.SwitchSpeakerImage(); } //advance dialogue line or close //if necessary, hit the activatable from the previous line //and block dialogue/enter cutscene if necessary if (toActivate != null) { toActivate.activatable.Activate(); if (toActivate.blocking) { //block dialogue line rendering and hide dialogue UI EnterCutscene(); //don't render the dialogue toActivate = null; return; } toActivate = null; } DialogueLine nextLine = currentNPC.GetNextLine(); if (nextLine != null) { dialogueUI.RenderDialogueLine(nextLine, currentNPC.hasNextLine()); if (nextLine.activatable != null) { if (!nextLine.activatesOnLineEnd) { nextLine.activatable.Activate(); } else { toActivate = nextLine; } } } else { ExitDialogue(); } } dialogueOpenedThisFrame = false; dialogueClosedThisFrame = false; UpdateControllerStatus(); }
public static void OnDialogueSkip() { if (!dialogueOpen || dialogueOpenedThisFrame || inAnimationCutscene) { return; } if (dialogueOpen && openUIs > 1) { return; } if (dialogueUI.slowRendering) { dialogueUI.CancelSlowRender(); return; } if (dialogueUI.switchingImage) { dialogueUI.SwitchSpeakerImage(); } //advance dialogue line or close //if necessary, hit the activatable from the previous line //and block dialogue/enter cutscene if necessary if (toActivate != null) { toActivate.activatable.Activate(); if (toActivate.blocking) { //block dialogue line rendering and hide dialogue UI EnterCutscene(); //don't render the dialogue toActivate = null; return; } toActivate = null; } DialogueLine nextLine = currentNPC.GetNextLine(); if (nextLine != null) { dialogueUI.RenderDialogueLine( nextLine, currentNPC.hasNextLine() || queuedNPCs.Count > 0 ); if (nextLine.activatable != null) { if (!nextLine.activatesOnLineEnd) { nextLine.activatable.Activate(); } else { toActivate = nextLine; } } } else { ExitDialogue(); } }
void LateUpdate() { if ( dialogueOpen && (Input.GetButtonDown("Submit") || Input.GetButtonDown("Jump")) && !dialogueOpenedThisFrame && !inCutscene ) { if (dialogueUI.slowRendering) { dialogueUI.CancelSlowRender(); return; } if (dialogueUI.switchingImage) { dialogueUI.SwitchSpeakerImage(); } //advance dialogue line or close //if necessary, hit the activatable from the previous line //and block dialogue/enter cutscene if necessary if (toActivate != null) { toActivate.activatable.Activate(); if (toActivate.blocking) { //block dialogue line rendering and hide dialogue UI EnterCutscene(); //don't render the dialogue toActivate = null; return; } toActivate = null; } DialogueLine nextLine = currentNPC.GetNextLine(); if (nextLine != null) { dialogueUI.RenderDialogueLine(nextLine); if (nextLine.activatable != null) { if (!nextLine.activatesOnLineEnd) { nextLine.activatable.Activate(); } else { toActivate = nextLine; } } } else { ExitDialogue(); } } dialogueOpenedThisFrame = false; dialogueClosedThisFrame = false; }