private void ManageSequenceStepDialog(AnimationData animData) { List <MessageDialog> msgList = new List <MessageDialog>(); foreach (MessageDialog msg in animData.messageDialogList) { if (animData.character != null) { Character animCharacter = animData.character; MessageDialog simpleMessage = new MessageDialog(animCharacter.charStats.avatar, animCharacter.charStats.name, msg.dialogText, msg.nextSequenceStep); msgList.Add(simpleMessage); } else if (msg.avatarImage != null) { msgList.Add(msg); } else { MessageDialog simpleMessage = new MessageDialog(); simpleMessage.dialogText = msg.dialogText; simpleMessage.nextSequenceStep = msg.nextSequenceStep; msgList.Add(simpleMessage); } } dialogController.SetMessagesArray(msgList); dialogController.ShowMessage(); }
IEnumerator ManageButtonDown() { //Si el cofre no está dentro mensaje de que hay libros desordenados pero no llega if ((!chestInside || !playerController.isOnChest) && !msgController.IsDialogActive && !waitingUntilNewMessage) { //waitingUntilNewMessage = true; if (!libraryLocked) { libraryLocked = true; MessageDialog msg = new MessageDialog(girlStats.avatar, girlStats.name, "Library.cantReach"); List <MessageDialog> msgList = new List <MessageDialog>(); msgList.Add(msg); msgController.SetMessagesArray(msgList); msgController.ShowMessage(); } else { libraryLocked = false; } } else if (!Game.puzzleBooksFinished && playerController.isOnChest && !sequencer.isOnSequence && !waitingUntilNewMessage && !msgController.IsDialogActive) { //Si el cofre está dentro y ella está encima y no se ha hecho el puzle de la libreria iniciar puzle de la libreria mediante secuencia waitingUntilNewMessage = true; lirbaryPuzzlePanel.SetActive(true); } yield return(null); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.M) && !dialogsController.IsDialogActive) { CreateMessage(); dialogsController.SetMessagesArray(msgList); dialogsController.ShowMessage(); } }
protected void ShowMessage(string key) { MessageDialog girlMsg2 = new MessageDialog(girlStats.avatar, girlStats.name, key); List <MessageDialog> msgList = new List <MessageDialog>(); msgList.Add(girlMsg2); msgController.SetMessagesArray(msgList); msgController.ShowMessage(); }
protected IEnumerator ShowFailMessage() { yield return(null); CharacterStats charStats = playerController.gameObject.GetComponent <PlayableCharacter> ().charStats; MessageDialog msg1 = new MessageDialog(charStats.avatar, charStats.name, "Puzzle.Fail", true); List <MessageDialog> messageList = new List <MessageDialog> (); messageList.Add(msg1); messageDialogController.SetMessagesArray(messageList); messageDialogController.ShowMessage(); yield return(null); gameObject.SetActive(false); }
void Update() { if (playerInside) { if (Input.GetButtonDown(OSInputManager.GetPadMapping("Submit")) && animator.GetFloat("y") == 1f && !msgController.IsDialogActive) { //Caso 1: Niño aparece y no ha ocurrido el evento de "mirar el reloj tontamente" if (Game.boyAppeared && !Game.conversationAboutClockDone) { Game.conversationAboutClockDone = true; CharacterStats boyStats = CharacterParty.charactersParty.Find(p => p.charStats.name.Equals(boyName)).charStats; List <MessageDialog> msgList = new List <MessageDialog> (); MessageDialog boyMsg1 = new MessageDialog(boyStats.avatar, boyStats.name, "ClockConversation.Part1"); MessageDialog girlMsg1 = new MessageDialog(girlStats.avatar, girlStats.name, "ClockConversation.Part2"); MessageDialog boyMsg2 = new MessageDialog(boyStats.avatar, boyStats.name, "ClockConversation.Part3"); msgList.Add(boyMsg1); msgList.Add(girlMsg1); msgList.Add(boyMsg2); if (!Game.puzzleClockFinished) { MessageDialog girlMsg2 = new MessageDialog(girlStats.avatar, girlStats.name, "ClockConversation.Part4"); msgList.Add(girlMsg2); } msgController.SetMessagesArray(msgList); msgController.ShowMessage(); }//Caso 2: Puzle del reloj else if (!Game.puzzleClockFinished && !clockPuzzlePanel.activeSelf && !sequencer.isOnSequence && !waitingUntilNewMessage && !msgController.IsDialogActive && msgController.releaseConversation) { waitingUntilNewMessage = true; sequencer.StartCoroutine("StartSequence", sequenceName); } } } }
public IEnumerator DoorLocked() { //PlaySound audioSource.Play(); yield return(new WaitForSeconds(1)); MessageDialog msg = null; if (sequencer.isOnSequence) { msg = new MessageDialog(playerStats.avatar, playerStats.name, messageOnIntro, true); } else { msg = new MessageDialog(playerStats.avatar, playerStats.name, messageOnTrigger, false); } List <MessageDialog> msgList = new List <MessageDialog>(); msgList.Add(msg); msgController.SetMessagesArray(msgList); msgController.ShowMessage(); }