// Update is called once per frame void Update() { if (showingDialogue) { if (!Dialogue.Instance.GetDialogueActive()) { // after triggering dialogue, if dialogue isn't showing anymore, load LoadSceneLogic.Instance.LoadScene(SceneToLoad.GetSceneName()); } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { GameManager.Instance.PreviousScene = AreaName; if (!SceneToLoad.Equals(Constants.MAP)) { // only add scene if not going to map EventManager.Instance.AddEvent(SceneToLoad.GetSceneName()); } LoadSceneLogic.Instance.LoadScene(SceneToLoad.GetSceneName()); } }
// Update is called once per frame void Update() { if (canActivate && GameManager.Instance.CanStartDialogue() && Input.GetButtonDown("Interact") && !Dialogue.Instance.dBox.activeSelf) { if (EventManager.Instance.DidEventHappened(SceneToUnlock.GetSceneName())) { // if scene was unlocked Dialogue.Instance.ShowDialogue(this.PostUnlockedDialogue, false); } else { // scene was not unlocked EventManager.Instance.AddEvent(SceneToUnlock.GetSceneName()); Dialogue.Instance.ShowDialogue(this.PreUnlockedDialogue, false); } } }
/// <summary> /// Start a new game /// </summary> public void StartNewGame() { playClick(); isContinue = false; GameManager.Instance.OnMainMenu = false; LoadSceneLogic.Instance.LoadScene(loadArea.GetSceneName()); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Interact")) { // if press input if (!wrongAnswer && currDialogueIndx < currDialogue.Length - 1) { // update the dialogue to the next one currDialogueIndx++; updateDialogue(); } else if (!wrongAnswer && numWrongGuesses >= lifeCount) { // go to game over screen GameManager.Instance.PreviousScene = sceneName.GetSceneName(); LoadSceneLogic.Instance.LoadScene(Constants.GAMEOVER); } else if (!showPopup && !wrongAnswer && currStep < logicSteps.Length - 1) { // if can go to next logic step, progress currStep++; updateLogicStep(); } else if (wrongAnswer) { showPopup = true; wrongAnswer = false; } else if (showPopup) { // else show the popup after showing current logic step's dialogue handlePopup(); } else if (currStep >= logicSteps.Length - 1) { // end of steps GameManager.Instance.PreviousScene = sceneName.GetSceneName(); LoadSceneLogic.Instance.LoadScene(nextScene.GetSceneName()); } } handleScroll(); }
// Use this for initialization void Start() { if (transitionFromCutscene.GetSceneName().Equals(GameManager.Instance.PreviousScene)) { // set player to entrance's position PlayerControls.Instance.SetPosition(transform.position); if (ShowDialogue) { Dialogue.Instance.ShowDialogue(PostDialogue, true); } } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Interact") && canActivate && !showingDialogue) { showingDialogue = true; Dialogue.Instance.ShowDialogue(dialogue, false); } else if (showingDialogue && !Dialogue.Instance.GetDialogueActive()) { InteractMark mark = GameObject.FindObjectOfType <InteractMark>(); mark.SetMarkOff(); LoadSceneLogic.Instance.LoadScene(sceneToLoad.GetSceneName()); } }
/// <summary> /// Change the scene /// </summary> private void changeScene() { GameManager.Instance.PreviousScene = CutsceneName; PlayerControls.Instance.SetPlayerForward(); GameManager.Instance.InCutscene = false; if (ScenesToUnlock.Length > 0) { // if there's a scene to be unlocked after this cutscene, unlock it foreach (SceneName scene in ScenesToUnlock) { EventManager.Instance.AddEvent(scene.GetSceneName()); } } LoadSceneLogic.Instance.LoadScene(sceneToLoad.GetSceneName()); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Interact") && canShowDialogue()) { string[] dialogue = getDialogue(); if (canAddClue()) { // did not investigate yet CluesManager.Instance.ObtainedClue(Clue.GetClueNumber()); GameManager.Instance.AddClue(Clue); if (sceneToUnlock != null) { EventManager.Instance.AddEvent(sceneToUnlock.GetSceneName()); } } Dialogue.Instance.ShowDialogue(dialogue, false); } }
// Use this for initialization void Start() { if (transitionFromCutscene.GetSceneName().Equals(GameManager.Instance.PreviousScene)) { // set player to entrance's position PlayerControls.Instance.SetPosition(transform.position); List <string> dialogue = new List <string>(); if (!GameManager.Instance.DidSeeTutorial()) { // show tutorial if haven't seen the tutorial yet dialogue.AddRange(tutorial); } // show the dialogue dialogue.AddRange(PostDialogue); Dialogue.Instance.ShowDialogue(dialogue.ToArray(), true); } }
// Update is called once per frame void Update() { if (canActivate && GameManager.Instance.CanStartDialogue() && Input.GetButtonDown("Interact") && !Dialogue.Instance.dBox.activeSelf) { bool canDoPuzzle = GameManager.Instance.GetCurrentClues().Count == NumClues; Dialogue.Instance.ActivatePuzzleDialogue(InitialDialogue, YesDialogue, NoDialogue, CannotDialogue, canDoPuzzle, sceneToLoad.GetSceneName()); } }