/// <summary> /// Inserts to the front of thoughts List /// </summary> public void AddPlayerThought( Model_Thought thought, Model_PlayerThoughts thoughts ) { thoughts.uglyThoughts.Insert(0, thought); }
public void RemovePlayerThought( Model_Thought thought, Model_PlayerThoughts thoughts ) { thoughts.uglyThoughts.Remove(thought); }
public virtual void Setup( Model_Thought _thought, AudioClip _deathCry ) { audioSource = GetComponent <AudioSource>(); thought = _thought; deathCrySFX = _deathCry; /// Setup character stats base.Setup(); }
public void CloseThought(Model_Thought thoughtObj) { float waitTime = 0f; foreach (char letter in thoughtObj.thought.ToCharArray()) { waitTime += timePerChar; } waitTime += waitTimeBuffer; coroutine = WaitToCloseThought(waitTime); StartCoroutine(coroutine); }
/// <summary> /// Handles copying thoughts into slots /// </summary> public void UpdatePlayerThoughts( Model_Thought thought, Model_PlayerThoughts thoughts, Script_PlayerThoughtsInventoryButton[] thoughtSlots ) { foreach (Script_PlayerThoughtsInventoryButton ts in thoughtSlots) { ts.text.text = string.Empty; } // works ONLY if thoughts is exactly equal to maxHP for (int i = 0; i < thoughts.uglyThoughts.Count; i++) { string newThoughtText = thoughts.uglyThoughts[i].thought; thoughtSlots[i].text.text = Script_Utils.FormatString(newThoughtText); } }
public void ShowThought(Model_Thought thought) { // stop any coroutine here if (isShowingThought) { StopCoroutine(coroutine); thoughtText.text = ""; } isShowingThought = true; thoughtText.text = Script_Utils.FormatString(thought.thought); canvasGroup.gameObject.SetActive(true); canvasGroup.alpha = 1f; canvasGroup.blocksRaycasts = true; audioSource.PlayOneShot(thoughtStartSoundFX, 1.0f); }
public void AddThought(Model_PlayerThoughts thoughts, Model_Thought thought) { // TODO: don't hardcode this thoughts.uglyThoughts.Add(thought); }