void Update() { if (interactable) { if (Input.GetKeyUp("e")) { if (modalPanel.modalPanelObject.activeInHierarchy) { modalPanel.ClosePanel(); GameInformation.PlayerControllable = true; interactions++; GameInformation.AddInteraction(this.gameObject.name, interactions); SendMessage("ResetFacing"); } else { GameInformation.PlayerControllable = false; SendMessage("FaceThePlayer"); ModalPanelDetails modalPanelDetails = new ModalPanelDetails(); string temp = DialogueData.LoadFromXML(dialogID); modalPanelDetails.text = temp.Replace("PlayerName", GameInformation.PlayerName); modalPanelDetails.title = this.gameObject.name; modalPanelDetails.iconImage = spriteRenderer.sprite; modalPanel.NewChoice(modalPanelDetails); } } } }
// Update is called once per frame void Update() { // This only happens when we are able to move on in the game and the empathy bar is full. if (NPC.GetComponent <UpdateBars>() != null && NPC.GetComponent <UpdateBars>().isEmpathyFull() && NPC.gameObject.tag != "Fie") { NextConversation = "end"; } else if (NPC.GetComponent <UpdateBars>() != null && NPC.GetComponent <UpdateBars>().isEmpathyFull() && NPC.gameObject.tag == "Fie") { NextConversation = "winGame"; } // We always want Fie to have the first conversation and we do not need the player to press space; we always want it to happen. if (!IsTalking && WithinRadius && NPC.name == "Fie Ronndly" && !player.GetComponent <PlayerInteraction>().isTalkingToNPC() && NextConversation == "AwakenInTown0") { AudioManager.Get().TriggerSoundEffect(SoundEffect.uiConfirmation); NPC.GetComponent <InteractionPanel>().setInteractionPanel(false); PlayerMovement.AllowMovement(false); player.GetComponent <PlayerInteraction>().setTalkingToNPC(true); StartTalking(); } if (!IsTalking && WithinRadius && Input.GetButtonDown("Jump") && !player.GetComponent <PlayerInteraction>().isTalkingToNPC()) { AudioManager.Get().TriggerSoundEffect(SoundEffect.uiConfirmation); NPC.GetComponent <InteractionPanel>().setInteractionPanel(false); PlayerMovement.AllowMovement(false); player.GetComponent <PlayerInteraction>().setTalkingToNPC(true); StartTalking(); } else if (IsTalking && Input.GetKeyDown(KeyCode.C) && !DisplayingLastTextScreen) { DisplayNextTextScreen(); } else if (DisplayingLastTextScreen && Input.GetKeyDown(KeyCode.C) && TextObject.choice1 == "") // Means they do not have any choices available on screen. { DisplayingLastTextScreen = false; if (IsConversationOver()) { IsTalking = false; player.GetComponent <PlayerInteraction>().setTalkingToNPC(false); NPC.GetComponent <InteractionPanel>().setInteractionPanel(true); PlayerMovement.AllowMovement(true); modalPanel.ClosePanel(); } else // Else we know they just pressed Jump and there is still more to the conversation. { GetAndStartDisplayingText(TextObject.choice1id); } } }
public void YesFunction() { Debug.Log("Eliminando archivos .dat"); //gdp.DeleteDatFiles(); //SceneManager.LoadScene("MainMenu"); modalPanel.ClosePanel(); }
void NextConversation() { Debug.Log("Current convo: " + theConversation.CurrentConversation); int current = theConversation.CurrentConversation; int nextCon = current + 1; theConversation.CurrentConversation = nextCon; Debug.Log("New conversation: " + nextCon); Debug.Log("Made it to next conversation"); switch (nextCon) { case 2: Debug.Log("Made it to second switch"); modalPanel.Choice(theConversation.Conversation2, YesAction, NoAction, false); break; case 3: Debug.Log("Made it to third switch"); modalPanel.Choice(theConversation.Conversation3, YesAction, NoAction, true); break; default: GameStats.Instance.SetBirdSeduction(theConversation.BirdNum, theScore >= 3); modalPanel.ClosePanel(); flock.InitFlock(GameStats.Instance); break; } }
void TestNoFunction() { SaveLoadManager.SavePlayer(); modalPanel.ClosePanel(); }