コード例 #1
0
    void OnGUI()
    {
        GUI.depth = -10;

        if (GUI.Button(new Rect(25, 25, 125, 30), "Unity GUI"))
        {
            Dialoguer.events.ClearAll();
            unityDialogue.addDialoguerEvents();
            Dialoguer.StartDialogue(0);                 // Generic
        }

        if (GUI.Button(new Rect(25, 25 + 30 + 10, 125, 30), "Old School RPG"))
        {
            Dialoguer.events.ClearAll();
            oldRpgDialogue.addDialoguerEvents();
            Dialoguer.StartDialogue(DialoguerDialogues.OldSchoolRPG);                   // Old SchoolRPG
        }

        if (GUI.Button(new Rect(25, 25 + 60 + 20, 125, 30), "NextGen RPG"))
        {
            Dialoguer.events.ClearAll();
            nextGenRpgDialogue.addDialoguerEvents();
            Dialoguer.StartDialogue(2);                 // Old SchoolRPG
        }
    }
コード例 #2
0
 void onClick(GameObject button)
 {
     if (button == choice1)
     {
         Debug.Log("Choice1");
         Dialoguer.ContinueDialogue(0);
     }
     if (button == choice2)
     {
         Debug.Log("Choice2");
         Dialoguer.ContinueDialogue(1);
     }
     if (button == choice3)
     {
         Debug.Log("Choice3");
         Dialoguer.ContinueDialogue(2);
     }
     if (button == choice4)
     {
         Debug.Log("Choice4");
         Dialoguer.ContinueDialogue(3);
     }
     if (button == choice5)
     {
         Debug.Log("Choice5");
         Dialoguer.ContinueDialogue(4);
     }
     if (button == choice6)
     {
         Debug.Log("Choice6");
         Dialoguer.ContinueDialogue(5);
     }
 }
コード例 #3
0
    private bool gotThem()
    {
        //Check the journal inventory for these things
        for (int i = 0; i < getTheseToProceed.Length; i++)
        {
            GameObject current = getTheseToProceed[i];

            if (!journal.Instance.isItemInInventory(current))
            {
                return(false);
            }
        }

        for (int i = 0; i < getTheseGlobalBools.Length; i++)
        {
            bool current = Dialoguer.GetGlobalBoolean(getTheseGlobalBools[i]);

            if (!current)
            {
                return(false);
            }
        }

        return(true);
    }
コード例 #4
0
    void OnGUI()
    {
        if (!_showing)
        {
            return;
        }
        if (!_windowShowing)
        {
            return;
        }

        GUI.depth = 10;

        Rect dialogueBoxRect = new Rect((Screen.width * 0.5f) - (WIDTH * 0.5f), Screen.height - HEIGHT - 100, WIDTH, HEIGHT);

        Rect dialogueBackBoxRect = new Rect(dialogueBoxRect.x, dialogueBoxRect.y, dialogueBoxRect.width, dialogueBoxRect.height - (45 * _choices.Length));

        GUI.Box(dialogueBackBoxRect, string.Empty);
        GUI.Label(new Rect(dialogueBackBoxRect.x + 10, dialogueBackBoxRect.y + 10, dialogueBackBoxRect.width - 20, dialogueBackBoxRect.height - 20), _windowText);

        if (_selectionClicked)
        {
            return;
        }

        for (int i = 0; i < _choices.Length; i += 1)
        {
            Rect buttonRect = new Rect(dialogueBoxRect.x, dialogueBoxRect.yMax - (45 * (_choices.Length - i)) + 5, dialogueBoxRect.width, 40);
            if (GUI.Button(buttonRect, _choices[i]))
            {
                _selectionClicked = true;
                Dialoguer.ContinueDialogue(i);
            }
        }
    }
コード例 #5
0
    void Update()
    {
        if (player == null)
        {
            player = (playerScript)FindObjectOfType(typeof(playerScript));
        }

        if (clickedOnSomething)
        {
            onMouseMiss();
        }

        if (clickedOnSomething)
        {
            if (pDist.isCloseEnough(player.transform.position))
            {
                pickUpItem();
            }
        }

        if (autoPickupPostConvo && GameManager.dialogueJustFinished && checkCondis() && !clickedOnSomething)
        {
            if (pDist.isCloseEnough(player.transform.position) && !player.talking && tookItem)
            {
                handleAssociated();
                collectItems();
                player.stopMove();
                player.talking = true;
                Dialoguer.StartDialogue(pickUpConvo);
                autoPickupPostConvo = false;
            }
        }
    }
コード例 #6
0
    // Use this for initialization
    void Start()
    {
        player = (playerScript)FindObjectOfType(typeof(playerScript));

        sceneInit();

        if (loadNewXML || !Dialoguer.isInitialized())
        {
            Dialoguer.Initialize(dialoguer);
            GameManager.offset = 0;

            if (GameManager.offset == 0)
            {
                GameManager.offset = setOffset;
            }

            setOffset = 0;
        }

        GameManager.dialogueJustFinished = false;

        if (autoPlay)
        {
            playDialogue();
        }
    }
コード例 #7
0
 // Update is called once per frame
 void Update()
 {
     if (Dialoguer.GetGlobalBoolean(9) == true)
     {
         Application.LoadLevel("Facility1-1");
     }
 }
コード例 #8
0
 // Update is called once per frame
 void Update()
 {
     if (Dialoguer.GetGlobalBoolean(3) == true)
     {
         g.SetActive(true);
     }
 }
コード例 #9
0
 // Update is called once per frame
 void Update()
 {
     if (Dialoguer.GetGlobalBoolean(14) == true)
     {
         bigSword.SetActive(true);
     }
 }    //end of update
コード例 #10
0
 void Awake()
 {
     Dialoguer.Initialize();
     startTime     = Time.time;
     startPosition = transform.position;
     destination   = new Vector3(startPosition.x + 2, startPosition.y, startPosition.z);
 }
コード例 #11
0
    public void Speak(int npcID, int index)
    {
        if (_showing)
        {
            return;
        }

        JSONNode npcDialogue = RetrieveDialogueFromJSON();

        if (npcDialogue [npcID.ToString()] == null)
        {
            Debug.Log("NPC ID: " + npcID + " doesn't exist, check dialogue list json file!");
            return;
        }

        if (npcDialogue [npcID.ToString()] [index] == null)
        {
            Debug.Log("Index: " + index + " on NPC ID: " + npcID + " doesn't exist, check dialogue list json file!");
            return;
        }

        Dialoguer.StartDialogue(npcDialogue [npcID.ToString()] [index].AsInt);

        return;
    }
コード例 #12
0
ファイル: ClickOff.cs プロジェクト: jcotrel/WhiteSharksJack
    void Update()
    {
        Debug.LogWarning("Just Finished: " + GameManager.dialogueJustFinished);
        if (GameManager.dialogueJustFinished)
        {
            started = true;
            GameManager.dialogueJustFinished = false;
        }
        if (started)
        {
            if (progress <= 0f)
            {
                failure = true;
            }
            else if (progress < progressNeeded && !success)
            {
                if (Input.GetMouseButtonDown(0))
                {
                    progress++;
                }

                progress -= Time.deltaTime * 2;
            }
            else if (progress >= progressNeeded && !success)
            {
                success = true;
            }
        }

        if (success && !playingConv)
        {
            if (waitThisLong <= 0)
            {
                playingConv = true;
                Debug.LogWarning("YAY");
                if (nextScene != "")
                {
                    Application.LoadLevel(nextScene);
                }
            }
            else
            {
                waitThisLong -= Time.deltaTime;
            }
        }
        else if (failure && !playingConv)
        {
            playingConv = true;
            Debug.LogWarning("AWW");
            if (failConversation != Convo.ch0none)
            {
                Dialoguer.StartDialogue((int)failConversation);
            }
        }
        else if (playingConv && GameManager.dialogueJustFinished)
        {
            Application.LoadLevel(Application.loadedLevelName);
        }
    }
コード例 #13
0
 void OnMouseDown()
 {
     if (((int)dontGotIt) != -1 && !gotThem())
     {
         GameManager.dialogueJustFinished = false;
         Dialoguer.StartDialogue((int)dontGotIt);
     }
 }
コード例 #14
0
 public static void startDialog(string s, Dialoguer d)
 {
     pendingDialog = s;
     currentDialog = d;
     advanceDialog = true;
     requestDialog = false;
     setTalkMode();
 }
コード例 #15
0
 void onClick(GameObject button)
 {
     if (button == exitButton && Input.GetMouseButtonUp(0))
     {
         Debug.Log("Exit Dialogue");
         Dialoguer.EndDialogue();
     }
 }
コード例 #16
0
 public static void endDialog()
 {
     pendingDialog = "";
     currentDialog = null;
     advanceDialog = false;
     requestDialog = false;
     setMoveMode();
 }
コード例 #17
0
ファイル: DialogManager.cs プロジェクト: ninetailskim/QFMota
 void Update()
 {
     Dialoguer.SetGlobalFloat(0, PlayerInfo.Instance.Data.Gold.Value);
     Dialoguer.SetGlobalFloat(1, PlayerInfo.Instance.Data.Experience.Value);
     Dialoguer.SetGlobalFloat(2, PlayerInfo.Instance.Data.KeyYellow.Value);
     Dialoguer.SetGlobalFloat(3, PlayerInfo.Instance.Data.KeyBlue.Value);
     Dialoguer.SetGlobalFloat(4, PlayerInfo.Instance.Data.KeyRed.Value);
 }
コード例 #18
0
 // Use this for initialization
 void Start()
 {
     //turn on certain abilities so I don't have to keep doing it over and over again
     if (isDoubleJump)
     {
         Dialoguer.SetGlobalBoolean(2, true);
     }
 }
コード例 #19
0
 // Update is called once per frame
 void Update()
 {
     Dialoguer.SetGlobalFloat(0, _PA._jinbi);
     Dialoguer.SetGlobalFloat(1, _PA._jingyan);
     Dialoguer.SetGlobalFloat(2, _PA._key_yellow);
     Dialoguer.SetGlobalFloat(3, _PA._key_blue);
     Dialoguer.SetGlobalFloat(4, _PA._key_red);
 }
コード例 #20
0
 void ContinueDialogue(int option)
 {
     if (isTextNode)
     {
         OnTextPhaseEnd();
     }
     Dialoguer.ContinueDialogue(option);
 }
コード例 #21
0
 void ContinueDialogue()
 {
     if (isTextNode)
     {
         OnTextPhaseEnd();
     }
     Dialoguer.ContinueDialogue();
 }
コード例 #22
0
 void OnGUI()
 {
     wait -= Time.deltaTime;
     if (wait < 0 && !init)
     {
         init = true;
         Dialoguer.StartDialogue(4);
     }
 }
コード例 #23
0
 public void startDialogue()
 {
     if (!wall)
     {
         GameManager.dialogueJustFinished = false;
         StartCoroutine("DialogueDone");
         Dialoguer.StartDialogue((int)dialogueEnum);
     }
 }
コード例 #24
0
 // Update is called once per frame
 void Update()
 {
     //This should turn the boss object on after the dialogue is complete.
     if (Dialoguer.GetGlobalBoolean(11) == true)
     {
         BoozyBot.SetActive(true);
         DramCam.SetActive(true);
     }
 }
コード例 #25
0
 public void talk(Talk talk)
 {
     AuM.playAudio("talk");
     Dialoguer.StartDialogue(0);
     UM.state = "dialog";
     if (talk.destroyOnFinish)
     {
     }
 }
コード例 #26
0
 void checkFix()
 {
     if (Dialoguer.GetGlobalBoolean(1))// && _GDM.sceneData[2][6, 1] == 0
     {
         clear2Door();
         _DM.tipContent = "已帮你打开2楼的门,修正错误,非常抱歉!";
         _DM.tipTime    = 6;
     }
 }
    public void OpenStuff(InteractableObject iO, GameObject gObj)
    {
        //open stuff
        PlaySound(GameController.instance.gameSettings.clickSound4);

        DialoguerDialogues diag = DialoguerDialogues.None;

        try{
            diag = (DialoguerDialogues)System.Enum.Parse(typeof(DialoguerDialogues), gObj.name + "_Open_True");
        }
        catch
        {
            Debug.Log("Dialogue needs to be set!");
        }

        if (diag != DialoguerDialogues.None)
        {
            Dialoguer.StartDialogue(diag);
            GameController.instance.dCon.obsTextObj.SetActive(true);
        }
        CloseInteractiveMenu();
        //
        if (iO.spriteToActivate != null)
        {
            iO.spriteToActivate.gameObject.SetActive(true);
        }
        if (iO.spriteRendererToUpdate != null)
        {
            SpriteRenderer r = iO.spriteRendererToUpdate;
            if (r.sprite == iO.spriteToUpdateFrom)
            {
                r.sprite = iO.spriteToUpdateTo;
            }
            else
            {
                r.sprite = iO.spriteToUpdateFrom;
            }
        }
        if (iO.objsToEnable.Length > 0)
        {
            for (int i = 0; i < iO.objsToEnable.Length; i++)
            {
                iO.objsToEnable[i].SetActive(true);
            }
        }
        if (gObj.GetComponent <InteractableObject>().disableOnOpen)
        {
            gObj.SetActive(false);
        }

        if (iO.clipPlay != null)
        {
            GameController.instance.audioClipSource.GetComponent <AudioSource>().clip = iO.clipPlay;
            GameController.instance.audioClipSource.GetComponent <AudioSource>().Play();
        }
    }
コード例 #28
0
 void Start()
 {
     inputMgr    = GameManager.Inst().InputManager();
     dialogueMgr = GameManager.Inst().DialogueManager();
     Dialoguer.Initialize();
     SetupDialogueEvents();
     origContinuePosX = continuePrompt.position.x;
     audioSrc         = gameObject.AddComponent <AudioSource>();
     audioSrc.clip    = textSound;
 }
コード例 #29
0
ファイル: DialoguerGui.cs プロジェクト: mwesley/YogDatSim
    // Use this for initialization
    void Start()
    {
        Dialoguer.events.onStarted   += onStarted;
        Dialoguer.events.onEnded     += onEnded;
        Dialoguer.events.onTextPhase += onTextPhase;

        continueButton.GetComponent <Button>().onClick.AddListener(() => Dialoguer.ContinueDialogue());
        choiceOne.GetComponent <Button>().onClick.AddListener(() => Dialoguer.ContinueDialogue(0));
        choiceTwo.GetComponent <Button>().onClick.AddListener(() => Dialoguer.ContinueDialogue(1));
    }
コード例 #30
0
ファイル: Talk.cs プロジェクト: gouki04/Tower
        public override bool Trigger(Game game)
        {
            Dialoguer.events.onEnded        += OnDialoguerEnd;
            Dialoguer.events.onMessageEvent += OnDialoguerEvent;
            Dialoguer.events.onCondition    += OnDialoguerCondition;

            ResveredGame = game;
            Dialoguer.StartDialogue(Dialog);

            return(!StayAfterTalk);
        }