void Awake() { // VD.LoadDialogues(); //Load all dialogues to memory so that we dont spend time doing so later //An alternative to this can be preloading dialogues from the VIDE_Assign component! //Loads the saved state of VIDE_Assigns and dialogues. //&//VD.LoadState("VIDEDEMOScene1", true); instance = this; }
// Use this for initialization void Start() { dManager = FindObjectOfType<DialogueUIManager>(); reader = FindObjectOfType<ReadJson>(); dialogue = reader.GetCharacterDialogue("sortingGameIntro"); currentDialogueBlock = dialogue[0]; Time.timeScale = 0; blockFinished = false; justStarted = true; }
void startDialogue() { currIndex = 0; if (dialogueUI == null) { dialogueUI = GameObject.Find("DialogueUIManager").GetComponent <DialogueUIManager>(); } dialogueUI.startDialogueUI(); updateText(); }
// Start is called before the first frame update void Awake() { if (Instance) { Debug.LogWarning("Hey there's more than one DialogueUIManager in the scene"); Destroy(gameObject); } else { Instance = this; } }
void Awake() { if (_instance != null) { Destroy(this.transform.gameObject); } else { _instance = this; _window.SetActive(false); DontDestroyOnLoad(this.transform); } }
void Start() { dialogue = FindObjectOfType<DialogueUIManager>(); }
// Use this for initialization void Start() { npcAdapter = GetComponent<NpcAdapter>(); //npcController = GetComponent<NpcController>(); npcController = GetComponent<NPC_BoxMovementController>(); zone = GetComponentInChildren<NpcInteractionZone>(); dManager = FindObjectOfType<DialogueUIManager>(); iManager = FindObjectOfType<InstructionManager>(); player = FindObjectOfType<PlayerAdapter>().gameObject; }
void Start() { dialogueUI = GameObject.Find("DialogueUIManager").GetComponent <DialogueUIManager>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); sfxManager = GameObject.Find("SFXManager").GetComponent <SFXManager>(); }
private void Awake() { instance = this; dialogueContainer.gameObject.SetActive(false); }
private void Awake() { _dialogueUiManager = FindObjectOfType <DialogueUIManager>(); }