コード例 #1
0
    public void SaveInSlot(string saveName)
    {
#if UNITY_ANDROID && !UNITY_EDITOR
        path = Path.Combine(Application.persistentDataPath, saveName + ".json");
#else
        Directory.CreateDirectory(Application.dataPath + "/saves");
        path = Path.Combine(Application.dataPath + "/saves/", saveName + ".json");
#endif
        sv.sceneName  = SceneManager.GetActiveScene().name;
        sv.playerName = myFlowchart.GetStringVariable("Name");
        sv.prologEnd  = myFlowchart.GetBooleanVariable("PrologEnd");
        sv.dayTime    = myFlowchart.GetIntegerVariable("Time");
        sv.money      = myFlowchart.GetIntegerVariable("Money");

        sv.kateAlpha   = myFlowchart.GetIntegerVariable("KateAlpha");
        sv.katePretty  = myFlowchart.GetIntegerVariable("KatePretty");
        sv.klaraAlpha  = myFlowchart.GetIntegerVariable("KlaraAlpha");
        sv.klaraPretty = myFlowchart.GetIntegerVariable("KlaraPretty");
        sv.lizzyAlpha  = myFlowchart.GetIntegerVariable("LizzyAlpha");
        sv.lizzyPretty = myFlowchart.GetIntegerVariable("LizzyPretty");
        sv.saraAlpha   = myFlowchart.GetIntegerVariable("SaraAlpha");
        sv.saraPretty  = myFlowchart.GetIntegerVariable("SaraPretty");

        sv.saveDateTime = System.DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss");

#if UNITY_ANDROID && !UNITY_EDITOR
        File.WriteAllText(path, JsonUtility.ToJson(sv));
#endif
        File.WriteAllText(path, JsonUtility.ToJson(sv));
    }
コード例 #2
0
    public Room[] StoryRooms;           // Stores rooms for the story


    // Private variables
    //private bool _isInVN;
    //private bool _isInTA;



    #region public func


    /// <summary>
    /// Enters text adventure
    /// </summary>
    public void enterTA()
    {
        //_isInTA = true;
        //_isInVN = false;

        // Disable the VN stuff, enable TA stuff
        VN.SetActive(false);
        TA.SetActive(true);

        // Enter next room for dream world, ensure that it prints next room and everything
        _roomNav.currentRoom = StoryRooms[sleepTree.GetIntegerVariable("DayCount")];

        // Prints out tons of blank space
        _controller.LogStringWithReturn("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" +
                                        "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n");

        // Prints new room text
        _controller.DisplayRoomText();
        _controller.DisplayLoggedText();

        // Reactivates the input field when enter/return is pressed
        _inputField.ActivateInputField();

        // Empties inputfield for the player
        _inputField.text = null;
    }
コード例 #3
0
ファイル: BoxDestory.cs プロジェクト: LoYiLun/Trovato
 void OnCollisionEnter(UnityEngine.Collision collision)
 {
     if (collision.transform.name == "IncinerationPlant4")
     {
         Destroy(gameObject);
     }
     if (collision.transform.name == "IncinerationPlant5")
     {
         Destroy(gameObject);
     }
     if (collision.transform.name == "IncinerationPlant6")
     {
         Destroy(gameObject);
     }
     if (collision.transform.name == "DestroyBox(stop)")
     {
         Destroy(gameObject);
         if (Main.GetIntegerVariable("BoxDestory") == 0)
         {
             Main.SetIntegerVariable("BoxDestory", 1);
         }
         else if (Main.GetIntegerVariable("BoxDestory") == 1)
         {
             Main.SetIntegerVariable("BoxDestory", 2);
         }
     }
 }
コード例 #4
0
 void getFlowchartNums()
 {
     skillsNum      = flowchart.GetIntegerVariable("SkillsNum");
     firstProblem   = flowchart.GetBooleanVariable("FirstProblem");
     inExam         = flowchart.GetBooleanVariable("InExam");
     currentProblem = flowchart.GetIntegerVariable("CurrentProblem");
 }
コード例 #5
0
 // Update is called once per frame
 void Update()
 {
     if (lightCheckpoint != (CurrentLight)mainFlowchart.GetIntegerVariable("light"))
     {
         lightCheckpoint = (CurrentLight)mainFlowchart.GetIntegerVariable("light");
     }
 }
コード例 #6
0
ファイル: compareAns.cs プロジェクト: lynn84961/PnCG
 void getFlowchartNums()
 {
     firstProblem   = flowchart.GetBooleanVariable("FirstProblem");
     currentProblem = flowchart.GetIntegerVariable("CurrentProblem");
     inExam         = flowchart.GetBooleanVariable("InExam");
     examLast       = flowchart.GetBooleanVariable("ExamLast");
     examScore      = flowchart.GetFloatVariable("ExamScore");
 }
コード例 #7
0
 // Update is called once per frame
 void Update()
 {
     if (flowchart.GetIntegerVariable("InvestigatedNum") == 4 && OS_Invastigated_avialible == true)
     {
         Flowchart.BroadcastFungusMessage("OS_Invastigated");
         OS_Invastigated_avialible = false;
     }
 }
コード例 #8
0
 void Start()
 {
     seconds     = myFlowchart.GetIntegerVariable("TimeTaken");
     minutes     = (int)(seconds / 60);
     seconds    -= minutes * 60;
     text2c.text = "Time taken: " + minutes.ToString() + " min " + seconds.ToString() + " s";
     text2w.text = "Time taken: " + minutes.ToString() + " min " + seconds.ToString() + " s";
     enitiocount = myFlowchart.GetIntegerVariable("EnitioCount");
     text3c.text = "Enitio collectibles: " + enitiocount.ToString() + "/6";
     text3w.text = "Enitio collectibles: " + enitiocount.ToString() + "/6";
 }
コード例 #9
0
    // Start is called before the first frame update


    // Update is called once per frame
    void Update()
    {
        if (flowchart.GetBooleanVariable("showMoral"))
        {
            moralBG.DOFade(1, 5f);

            if (moralBG.color.a >= 0.9)
            {
                moralText.gameObject.SetActive(true);
                moralText.text = "Ending " + flowchart.GetIntegerVariable("ending") + ":\n" + flowchart.GetStringVariable("moral");
                moralText.DOFade(1, 8f);
                restartButton.SetActive(true);
            }

            Image[] buttonImages = restartButton.GetComponentsInChildren <Image>();
            Text    buttonText   = restartButton.GetComponentInChildren <Text>();

            foreach (Image ima in buttonImages)
            {
                ima.DOFade(1, 5f);
            }

            buttonText.DOFade(1, 5);
        }
        else
        {
            moralBG.DOFade(0, 2);
            moralText.gameObject.SetActive(false);
            moralText.alpha = 0;
            restartButton.SetActive(false);
        }
    }
コード例 #10
0
ファイル: Narrator.cs プロジェクト: nemui/ggj2019
    public void LeaveScene()
    {
        infoDump.droneSpeed  = talkFlowchart.GetIntegerVariable("DroneSpeed");
        infoDump.phobosPower = talkFlowchart.GetIntegerVariable("PhobosPower");
        infoDump.deimosPower = talkFlowchart.GetIntegerVariable("DeimosPower");
        infoDump.fuelRegen   = talkFlowchart.GetIntegerVariable("FuelRegen");

        infoDump.hasQInfo           = talkFlowchart.GetBooleanVariable("HasQInfo");
        infoDump.hasQAdvice         = talkFlowchart.GetBooleanVariable("HasQAdvice");
        infoDump.weaponSystemStatus = talkFlowchart.GetStringVariable("WeaponsStatus");

        infoDump.talkedToQ     = talkFlowchart.GetBooleanVariable("TalkedToQ");
        infoDump.talkedToAresa = talkFlowchart.GetBooleanVariable("TalkedToAresa");
        infoDump.talkedToPD    = talkFlowchart.GetBooleanVariable("TalkedToPD");
        SceneManager.LoadScene("PaulScene", LoadSceneMode.Single);
    }
コード例 #11
0
    public void Save()
    {
        BinaryFormatter bf   = new BinaryFormatter();                                           //creates a new binary formatter for serializing data.
        FileStream      file = File.Create(Application.persistentDataPath + "/playerInfo.dat"); //Creates a file named playerInfo.dat at the projects persistent data path.

        health = PlayerChart.GetIntegerVariable("Health");                                      //Extracts the player health value from the player flowchart.
        level  = Application.loadedLevel;                                                       //Stores the currently loaded level.

        playerX = player.transform.position.x;                                                  //Stores the player's X value as a float.
        playerY = player.transform.position.y;                                                  //Stores the player's Y value as a float.
        playerZ = player.transform.position.z;                                                  //Stores the player's Z value as a float.

        PlayerData data = new PlayerData();                                                     //Creates a new PlayerData class to store the information to be saved.

        data.health  = health;                                                                  //Stores the health value inside the PlayerData's health value.
        data.level   = level;                                                                   //Stores the current level inside the PlayerData's level value.
        data.playerX = playerX;                                                                 //Stores the player's X position inside the PlayerData's X position value.
        data.playerY = playerY;                                                                 //Stores the player's Y position inside the PlayerData's Y position value.
        data.playerZ = playerZ;                                                                 //Stores the player's Z position inside the PlayerData's Z position value.

        bf.Serialize(file, data);                                                               //Serializes and saves the PlayerData class in the playerInfo.dat file.
        file.Close();                                                                           //Closes the playerInfo.dat file.

        PlayerChart.ExecuteBlock("Saved");                                                      //Executes a fungus block which writes "saved" to a text object in the player HUD
    }
コード例 #12
0
 public void AddCorrectCount()
 {
     if (flowchart == null)
     {
         return;
     }
     flowchart.SetIntegerVariable("CorrectCount", (flowchart.GetIntegerVariable("CorrectCount") + 1));
 }
コード例 #13
0
 // Update is called once per frame
 void Update()
 {
     if (CurrentHealth <= 0)
     {
         Destroy(gameObject);
         thePlayerStats.AddExperience(expToGive);
         flowchart.SetIntegerVariable("Enemies", flowchart.GetIntegerVariable("Enemies") - 1);
     }
 }
コード例 #14
0
ファイル: FungusRelated.cs プロジェクト: Eluvade/DIVE
 void Update()
 {
     shuttingDownChecker = flowchart.GetIntegerVariable("shuttingDown");
     playerNameChecker   = flowchart.GetIntegerVariable("waitPlayerName");
     if (shuttingDownChecker == 1)
     {
         Texto.SetActive(true);
     }
     if (playerNameChecker == 1)
     {
         Input.SetActive(true);
         trigger = true;
     }
     if (GlobalVariables.buttonFlag == true && trigger == true)
     {
         Input.SetActive(false);
     }
 }
コード例 #15
0
 void Start()
 {
     if (pcontrol != null)
     {
         if (pcontrol.GetIntegerVariable("keyPress") != 0)
         {
             if (pcontrol.FindBlock("UpdatePress") != null)
             {
                 safe = true;
             }
         }
     }
 }
コード例 #16
0
    void Start()
    {
        if (GameObject.Find("VariablesSaveSlot"))
        {
            SaveVaribleObject = GameObject.Find("VariablesSaveSlot");
            if (!SaveVaribleObject.GetComponent <LoadSave>().imLoaded)
            {
                myFlowchart.SetIntegerVariable("Time", SaveVaribleObject.GetComponent <LoadSave>().dayTime);
                myFlowchart.SetIntegerVariable("Money", SaveVaribleObject.GetComponent <LoadSave>().money);
                myFlowchart.SetStringVariable("Name", SaveVaribleObject.GetComponent <LoadSave>().playerName);
                myFlowchart.SetBooleanVariable("PrologEnd", SaveVaribleObject.GetComponent <LoadSave>().prologEnd);

                myFlowchart.SetIntegerVariable("KateAlpha", SaveVaribleObject.GetComponent <LoadSave>().kateAlpha);
                myFlowchart.SetIntegerVariable("KatePretty", SaveVaribleObject.GetComponent <LoadSave>().katePretty);
                myFlowchart.SetIntegerVariable("KlaraAlpha", SaveVaribleObject.GetComponent <LoadSave>().klaraAlpha);
                myFlowchart.SetIntegerVariable("KlaraPretty", SaveVaribleObject.GetComponent <LoadSave>().klaraPretty);
                myFlowchart.SetIntegerVariable("LizzyAlpha", SaveVaribleObject.GetComponent <LoadSave>().lizzyAlpha);
                myFlowchart.SetIntegerVariable("LizzyPretty", SaveVaribleObject.GetComponent <LoadSave>().lizzyPretty);
                myFlowchart.SetIntegerVariable("SaraAlpha", SaveVaribleObject.GetComponent <LoadSave>().saraAlpha);
                myFlowchart.SetIntegerVariable("SaraPretty", SaveVaribleObject.GetComponent <LoadSave>().saraPretty);

                SaveVaribleObject.GetComponent <LoadSave>().imLoaded = true;
            }
        }

        money   = myFlowchart.GetIntegerVariable("Money");
        dayTime = myFlowchart.GetIntegerVariable("Time");

        LoadAndSaveInterface.SetActive(false);
        SettingsInterface.SetActive(false);
        MapInterface.SetActive(false);
        PhoneInterface.SetActive(false);
        InventoryInterface.SetActive(false);

        TimeCheck(dayTime);
        MoneyText.SetText(money.ToString());
        PlaceText.SetText(SceneManager.GetActiveScene().name);
        DayText.SetText("Friday");
    }
コード例 #17
0
    //////////////////////////////////////////////////////////////////
    // Updates script variables with the variableFlowchart variables if changed
    //////////////////////////////////////////////////////////////////
    private void Update()
    {
        // Updates Sets the happiness and it's slider slider
        happiness             = variableFlowchart.GetIntegerVariable("happiness");
        happinessSlider.value = happiness;

        // Updates the player mood
        curMood = variableFlowchart.GetIntegerVariable("curMood");

        // Updates the weather
        weather = variableFlowchart.GetIntegerVariable("weather");


        // It's Impossible for your happiness level to be less than 0.
        // IF it is, TODO: "kill" player.
        if (happiness <= 50)// || Input.GetKeyDown(KeyCode.K))
        {
            happiness = 0;
            updatePlayerAttributes();
            kill();
        }
    }
コード例 #18
0
 // Start is called before the first frame update
 void Start()
 {
     DOTween.SetTweensCapacity(20000, 50);
     gameState       = GameState.menu;
     _instance       = this;
     mentalDisplay   = flowchart.GetIntegerVariable("mental");
     affinityDisplay = flowchart.GetIntegerVariable("affinity");
 }
コード例 #19
0
ファイル: DRAG.cs プロジェクト: lynn84961/PnCG
    void getFlowchartNums()
    {
        firstProblem   = flowchart.GetBooleanVariable("FirstProblem");
        currentProblem = flowchart.GetIntegerVariable("CurrentProblem");

        if (firstProblem && (currentProblem != 2))
        {
            currentText = 0;
        }
        else if (firstProblem && (currentProblem == 2))
        {
            currentText = 4;
        }
    }
コード例 #20
0
    public void FakeBtnCicked()
    {
        var rm = flowChart.GetIntegerVariable("HeadRemain");

        rm--;
        if (rm > 0)
        {
        }
        else
        {
            rm = 3;
            flowChart.SetBooleanVariable("BennettDead", true);
        }

        flowChart.SetIntegerVariable("HeadRemain", rm);
    }
コード例 #21
0
    private bool hasPlayer, finishedTask, hasTalked; // is the player in a collider? yes or no

    private void Awake()
    {
        hasTalked         = false;
        timerText.enabled = false;
        questType         = flowchart.GetIntegerVariable("questType");

        playerReference       = FindObjectOfType <PlayerController_Alex>();
        pauseMenuReference    = FindObjectOfType <PauseMenuController_Khoa>();
        uiControllerReference = FindObjectOfType <UIController_Khoa>();

        foreach (GameObject tempGameObjects in taskRelatedGameObjects)
        {
            tempGameObjects.SetActive(false);
            tempGameObjects.transform.SetParent(this.transform, true);
        }

        objectsNumber = taskRelatedGameObjects.Length;
    }
コード例 #22
0
        public void saveGame()
        {
            _gameManager.ScoreManager.pause();
            _gameManager.ScoreManager.offset += _gameManager.ScoreManager.timeSinceStart();
            SaveGame  saveGame;
            Flowchart characFlowchart = GameObject.Find("/Char-Flowcharts").GetComponent <Flowchart>();
            Flowchart itemFlowchart   = GameObject.Find("/Item-Flowchart").GetComponent <Flowchart>();

            saveGame = new SaveGame(itemFlowchart.GetBooleanVariable("IsPluggedIn"),
                                    itemFlowchart.GetBooleanVariable("IsBelt"),
                                    itemFlowchart.GetBooleanVariable("IsMachine"),
                                    characFlowchart.GetStringVariable("CURRENT_STATE"),
                                    characFlowchart.GetIntegerVariable("RNG"),
                                    _gameManager.ScoreManager);
            Stream          serialiseStream = File.Create(filename);
            BinaryFormatter serializer      = new BinaryFormatter();

            serializer.Serialize(serialiseStream, saveGame);
            serialiseStream.Close();
        }
コード例 #23
0
 // Update is called once per frame
 void Update()
 {
     EndSceneVar     = myFlowchart.GetBooleanVariable("EndSceneVar");
     BackgroundImgNo = myFlowchart.GetIntegerVariable("BackgroundImgNo");
     if (EndSceneVar && RunOnce)
     {
         RunInstructions1();
     }
     if (alpha < 255 && !RunOnce)
     {
         RunInstructions2();
     }
     // Black background
     if (BackgroundImgNo == 0)
     {
         BackgroundImage.sprite = Resources.Load <Sprite>("UIVisualNovel/Sprites/intro-background-6");
     }
     else
     {
         BackgroundImage.sprite = Resources.Load <Sprite>("UIVisualNovel/Sprites/intro-background-" + BackgroundImgNo.ToString());
     }
 }
コード例 #24
0
ファイル: GameFlow.cs プロジェクト: kurantoB/easy-youmu
 public void ReturnToCurrentBlock()
 {
     flowChart.ExecuteBlock(flowChart.FindBlock(flowChart.GetStringVariable("CurrentBlock")), flowChart.GetIntegerVariable("CommandIndex"));
 }
コード例 #25
0
    public IEnumerator updateOwnUnits()
    {
        // Clone the list!
        m_playerNotInteractGOList = new List <GameObject>(m_playerGOList);
        yield return(new WaitForSeconds(1.0f));

        // If there is a previous unit, move the camera towards there!
        if (m_lastActionUnitTile)
        {
            CameraMovement.Instance.MoveTowardsPosition(m_lastActionUnitTile.transform.position);
        }
        else if (m_playerGOList.Count > 0)
        {
            // Randomly move the camera to any of the objects!
            CameraMovement.Instance.MoveTowardsPosition(m_playerGOList[0].transform.position);
        }
        while (m_playerNotInteractGOList.Count > 0)
        {
            CameraMovement.Instance.BeginCamFreeMovement();
            playerMouseInput.enabled = true;
            // Will wait every frame for the player to click on the tile which belongs to the player! Also making sure that the player has not interact with the tile before!
            while (playerMouseInput.playerClickedTile == null || playerMouseInput.playerClickedTile.tag != "Player" || (!m_playerNotInteractGOList.Contains(playerMouseInput.playerClickedTile.gameObject) && playerMouseInput.playerClickedTile.tag == "Player"))
            {
                yield return(null);
            }
            CameraMovement.Instance.StopCamUpdateMovement();
            TileScript firstTileClicked = playerMouseInput.playerClickedTile;
            // then set the green indicator!
            playerMouseInput.SetUnitIndicatorPermanent(firstTileClicked.transform);
            // Set it to null and prevent player from pressing!
            playerMouseInput.playerClickedTile = null;
            playerMouseInput.enabled           = false;
            CharacterScript playerUnitStat = firstTileClicked.GetComponent <CharacterScript>();
            UnitStatWindowManager.gameObject.SetActive(true);
            UnitStatWindowManager.DisplayUI(playerUnitStat);
            m_hasFinishedConversing = false;
            // set the motivation to be true then wait for it to be inactive!
            //displayMotivationScreen.SetActive(true);
            //while (displayMotivationScreen.activeSelf)
            //    yield return null;
            //string talkToWhatChar = playerUnitStat.m_AttackType.ToString() + "|" + playerUnitStat.m_characterCharis.ToString();
            // Try to talk to the character
            //theConversationChart.SendFungusMessage(talkToWhatChar);
            theConversationChart.SetIntegerVariable(m_MotivationVarStr, playerUnitStat.m_Motivation);
            theConversationChart.SetStringVariable(m_AttckTypeVarStr, playerUnitStat.m_AttackType.ToString());
            theConversationChart.SendFungusMessage(m_MotivateDialogueStr);
            while (!m_hasFinishedConversing)
            {
                yield return(null);
            }
            UnitStatWindowManager.gameObject.SetActive(false);
            // Then we wait till the next tile that the player clicked on or maybe there is none!
            UnitFSM playerFSM = firstTileClicked.GetComponent <UnitFSM>();
            yield return(null);

            playerUnitStat.m_Motivation = theConversationChart.GetIntegerVariable(m_MotivationVarStr);

            // Wait till the player clicked on a tile and it turns out to be the enemy or player clicked on the background and nothing is selected forsure!
            m_clickedFlag = false;
            //if (playerFSM.GetGenericState("DemoralizeState").interactWithState(m_PlayerChoseChar))
            if (playerFSM.GetGenericState("DemoralizeState").interactWithState(null))
            {
                // Only Successful interaction will mean being able to move the unit!
                m_endPlayerTurnScreen.SetActive(true);
                playerUnitStat.unitRangeRingGO.SetActive(true);
            }
            playerMouseInput.enabled = true;
            // Wait for next frame
            yield return(null);

            playerMouseInput.playerClickedTile = null;
            #region UNIT_ACTION
            while (m_endPlayerTurnScreen.activeSelf)
            {
                CameraMovement.Instance.BeginCamFreeMovement();
                // Wait for PlayerBattleMouse to send the event trigger!
                while (!m_clickedFlag && m_endPlayerTurnScreen.activeSelf)
                {
                    if (playerMouseInput.playerClickedTile && (playerMouseInput.playerClickedTile.tag == "Enemy" || playerMouseInput.playerClickedTile.tag == "EnemyFortress") && playerUnitStat.m_AttackType != CharacterScript.TYPE_ATTACK.HEAL)
                    {
                        // check whether the player is close to the enemy!
                        if (playerUnitStat.m_Range >= Vector3.Distance(playerUnitStat.transform.position, playerMouseInput.playerClickedTile.transform.position))
                        {
                            CharacterScript otherCharStat = playerMouseInput.playerClickedTile.GetComponent <CharacterScript>();
                            playerFSM.GetGenericState("AttackState").interactWithState(otherCharStat);
                            playerFSM.ChangeCurrentState("AttackState");
                            // If Player attack, this means the unit turn has ended
                            m_endPlayerTurnScreen.SetActive(false);
                            break;
                        }
                        else
                        {
                            playerMouseInput.playerClickedTile = null;
                        }
                    }
                    else if (playerMouseInput.playerClickedTile && playerMouseInput.playerClickedTile.tag == "Player" && playerUnitStat.m_AttackType == CharacterScript.TYPE_ATTACK.HEAL)
                    {
                        // check whether the player is close to allies!
                        if (playerUnitStat.m_Range >= Vector3.Distance(playerUnitStat.transform.position, playerMouseInput.playerClickedTile.transform.position))
                        {
                            CharacterScript otherCharStat = playerMouseInput.playerClickedTile.GetComponent <CharacterScript>();
                            playerFSM.GetGenericState("AttackState").interactWithState(otherCharStat);
                            playerFSM.ChangeCurrentState("AttackState");
                            // If Player attack, this means the unit turn has ended
                            m_endPlayerTurnScreen.SetActive(false);
                            break;
                        }
                        else
                        {
                            playerMouseInput.playerClickedTile = null;
                        }
                    }
                    yield return(null);
                }
                // Making sure the player clicked on an empty tile and their available movement tiles are more than 0.
                if (!hasUIBlockRaycast && !playerMouseInput.playerClickedTile && playerUnitStat.m_leftOverMoveSpeed > 0)
                {
                    // If successful interaction, then will move!
                    // Player pressed nothing, so move towards there!
                    if (playerFSM.GetGenericState("MoveState").interactWithState(playerMouseInput.playerMouseLastClickedPos))
                    {
                        playerFSM.ChangeCurrentState("MoveState");
                        // Then wait for the FSM to be finished updating!
                        yield return(playerFSM.updateStateCoroutine);
                    }
                }
                //else
                {
                    // Reset the tile!
                    playerMouseInput.playerClickedTile = null;
                }
                CameraMovement.Instance.StopCamUpdateMovement();
                m_clickedFlag = false;
                yield return(null);
            }
            #endregion
            // Unblock the raycast!
            hasUIBlockRaycast = false;
            playerMouseInput.SetUnitIndicatorPermanent(null);
            if (firstTileClicked)
            {
                playerUnitStat.resetMoveSpeed();
                // Removed the already interacted gameobject!
                m_playerNotInteractGOList.Remove(firstTileClicked.gameObject);
                m_lastActionUnitTile = firstTileClicked;
                firstTileClicked.GetComponent <SpriteRenderer>().color = colorOfUsedUnit;
                playerUnitStat.unitRangeRingGO.SetActive(false);
            }
            else
            {
                RemoveDestroyedUnit();
            }
        }
        CameraMovement.Instance.StopCamUpdateMovement();
        // Set it to be false!
        GameManager.Instance.isItPlayerTurn = false;
        // Then change all of the unit color back to normal
        foreach (GameObject unitGO in m_playerGOList)
        {
            SpriteRenderer unitSprRender = unitGO.GetComponent <SpriteRenderer>();
            unitSprRender.color = Color.white;
        }
        yield break;
    }
コード例 #26
0
 void Update()
 {
     CanChangeForm();
     enteredDialogue = flowchart1.GetIntegerVariable("AllTalks");
 }
コード例 #27
0
 // Start is called before the first frame update
 void Start()
 {
     myflowchart   = FindObjectOfType <Flowchart>();
     chat_progress = myflowchart.GetIntegerVariable("dio_progress");
 }
コード例 #28
0
 public override void OnEnter()
 {
     result.Value = flowchart.GetIntegerVariable(parameter.Value);
     Finish();
 }
コード例 #29
0
 void getFlowchartNums()
 {
     heartNum = flowchart.GetIntegerVariable("HeartNum");
 }