Inheritance: MonoBehaviour
コード例 #1
0
 public void MergeFrom(StoryboardAdviceOverlayStep other)
 {
     if (other == null)
     {
         return;
     }
     if (other.speechBubble_ != null)
     {
         if (speechBubble_ == null)
         {
             SpeechBubble = new global::WUProtos.Data.SpeechBubble();
         }
         SpeechBubble.MergeFrom(other.SpeechBubble);
     }
     if (other.RequiresScrim != false)
     {
         RequiresScrim = other.RequiresScrim;
     }
     if (other.Alignment != 0)
     {
         Alignment = other.Alignment;
     }
     if (other.ShowContinueActionText != false)
     {
         ShowContinueActionText = other.ShowContinueActionText;
     }
     _unknownFields = pb::UnknownFieldSet.MergeFrom(_unknownFields, other._unknownFields);
 }
コード例 #2
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        public override int GetHashCode()
        {
            int hash = 1;

            if (speechBubble_ != null)
            {
                hash ^= SpeechBubble.GetHashCode();
            }
            if (RequiresScrim != false)
            {
                hash ^= RequiresScrim.GetHashCode();
            }
            if (Alignment != 0)
            {
                hash ^= Alignment.GetHashCode();
            }
            if (ShowContinueActionText != false)
            {
                hash ^= ShowContinueActionText.GetHashCode();
            }
            if (_unknownFields != null)
            {
                hash ^= _unknownFields.GetHashCode();
            }
            return(hash);
        }
コード例 #3
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    public override Status start(EntityKnowledgeFacade entity, UInt32 request, DisplayBubbleParam parameters, StaticObject paramsOut)
    {
        SpeechBubble bubble = entity.entity.GetComponent <SpeechBubble>();

        bubble.bubbleText = parameters.BubbleText != "none"?parameters.BubbleText:"";
        return(Status.succeeded);
    }
コード例 #4
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    // Update is called once per frame
    void Start()
    {
        RandomizeRace();

        continueTimer = false;
        type          = this.gameObject.GetComponent <CharStats>();
        if (type.LiarChance() == false)
        {
            itemLookingFor = GameObject.FindGameObjectWithTag("Weapons");
            //create a type of person based on the weapon.)
        }
        drinkGiven = false;

        centerTrigger = GameObject.Find("CenterTrigger").gameObject;
        exitTrigger   = GameObject.Find("ExitTrigger").gameObject;

        lostAndFoundAnswer = false;

        /*
         * If player wants lost and found item behind counter, show text bubble asking for it.
         * Wait for answer
         */

        speech = GetComponent <SpeechBubble>();

        poisioned = false;
    }
コード例 #5
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 private void PbDisplay_MouseClick(object sender, MouseEventArgs e)
 {
     if (Level.Checked && ImageHandler.ResultImage != null)
     {
         if (e.Button == MouseButtons.Left)
         {
             ImageHandler.LowerBound  = Convert.ToByte(ImageHandler.ResultImage.GetPixel((int)(e.X / ScalingFactor), (int)(e.Y / ScalingFactor)).GetBrightness() * 255);
             NumThreshholdLower.Value = ImageHandler.LowerBound;
         }
         if (e.Button == MouseButtons.Right)
         {
             ImageHandler.UpperBound = Convert.ToByte(ImageHandler.ResultImage.GetPixel((int)(e.X / ScalingFactor), (int)(e.Y / ScalingFactor)).GetBrightness() * 255);
             NumThreshholdUp.Value   = ImageHandler.UpperBound;
         }
     }
     else if (ImageHandler.CurrentImage != null)
     {
         ImageHandler.ChangeBuffer = new LockBitmap(ImageHandler.ResultImage.source);
         SpeechBubble newBubble = new SpeechBubble((int)((double)e.X / ScalingFactor), (int)((double)e.Y / ScalingFactor));
         newBubble.CleanBubble();
         setImage(ImageHandler.ResultImage.source);
     }
     else
     {
         loadDataToolStripMenuItem_Click(sender, e);
     }
 }
コード例 #6
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ファイル: SpeechManager.cs プロジェクト: MrTroyD/FeedMeh
    public void OnSpeech(Transform destination, string message, float duration)
    {
        SpeechBubble newBubble = Instantiate(this._speechPrefab, destination.position, Quaternion.identity);

        newBubble.OnSay(message, duration);
        newBubble.target = destination;
    }
コード例 #7
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    /// <summary> 말풍선 띄우기 </summary>
    /// <param name="t"> 따라다닐 대상. 지정 안하면 작동 안 함 </param>
    /// <returns> 말풍선 띄우기에 성공하면 true 반환 </returns>
    bool ShowSpeechBubble(BattleUnit target, Transform t)
    {
        if (t == null)
        {
            return(false);
        }

        if (currentActivatedSpeechBubbleCount >= maxHungerMessageCount)
        {
            return(false);
        }

        SpeechBubble sb = speechBubbleList.Find(x => !x.isActive);

        if (!sb)
        {
            return(false);
        }

        if (hungerMessageList == null || hungerMessageList.Count == 0)
        {
            return(false);
        }

        int    r       = Random.Range(0, hungerMessageList.Count);
        string message = hungerMessageList[r];

        sb.gameObject.SetActive(true);
        sb.Show(target, t, message, 5f);
        return(true);
    }
コード例 #8
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    void Update()
    {
        if (!hasDialogue && hasSpeechBubble && !completed)
        {
            speechBubble.SetText("Help me collect my hazelnuts!\n<color=#FFFF00>" + nutsProgress + "/15</color>");

            if (!isLaunchingProjectile)
            {
                StartCoroutine(WhaleLaunchProjectiles());
            }

            if (nutsProgress >= 15)
            {
                completed = true;
                speechBubble.StartPoolingAnimation();
                speechBubble = SpeechBubble.GetFromPool(speechBubblePrefab);
                speechBubble.Initialize(transform, speechBubblePosition, speechBubbleSize, speechBubbleFlip);
                speechBubble.SetText("!");

                pileCollider.enabled     = true;
                pileTransform.localScale = pileScale;

                hasDialogue      = true;
                dialogue         = completedDialogue;
                dialogueProgress = 0;
            }
        }
    }
コード例 #9
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    void Awake()
    {
        _animator = GetComponent <Animator>();

        if (gameObject.tag == "OldLady")
        {
            _animator = transform.parent.GetComponentInChildren <Animator>();
        }

        _sBubble = GetComponentInChildren <SpeechBubble>();

        if (_sBubble == null)
        {
            GameObject speechPrefab = Resources.Load("Characters/SpeechBubble", typeof(GameObject)) as GameObject;
            GameObject speechGO     = GameObject.Instantiate(speechPrefab) as GameObject;
            speechGO.transform.position = transform.position + bubblePosition;
            speechGO.transform.SetParent(transform);
            speechGO.transform.localScale = Vector3.one * bubbleScale;
            //TODO: Rotate the bubbles properly

            _sBubble = speechGO.GetComponent <SpeechBubble>();
            _sBubble.Deactivate();
        }

        mySource = new GameObject("voice", typeof(AudioSource)).audio;
        mySource.transform.parent = transform;
        mySource.loop             = true;
        mySource.clip             = voiceLoop;
        mySource.Play();
        mySource.volume = 0f;
    }
コード例 #10
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 public WorldSpeechItem(SpeechBubble b, ITalkable t, Vector2 o)
 {
     bubble  = b;
     target  = t;
     offset  = o;
     Enabled = false;
 }
コード例 #11
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 public override void Setup(float startTime)
 {
     hospitalRoom.separateHalves(SceneThree.MAX_SPLIT);
     speechBubble  = new SpeechBubble(camera, hospitalRoom.guyCenterPoint);
     mouthMovement = new MouthAnimator(startTime, leftMouth, rightMouth);
     wiggler       = new Wiggler(startTime, timeLength, new[] { speechBubble.centerPivot() });
 }
コード例 #12
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ファイル: NPC.cs プロジェクト: airada/AH_2019
 protected void CreateSpeechBubble()
 {
     speechBubble = SpeechBubble.Create();
     speechBubble.Reposition(gameObject.transform.position);
     //Must set parent to be WorldCanvas so we can see the UI rendered!
     speechBubble.gameObject.transform.SetParent(GameObject.Find("WorldCanvas").transform);
 }
コード例 #13
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    private void MakeSpeakerBubble(bool addFX = true)
    {
        if (CurrentDialogueFragment.Speaker == DialogueManager.instance.ShopkeeperEntity)
        {
            SpeechBubbleSpeaker = Instantiate(ShopkeeperBubbleTemplates[Random.Range(0, ShopkeeperBubbleTemplates.Count)]);
            SpeechBubbleSpeaker.gameObject.transform.SetParent(SpeechBubbleSpeakerMarkerShopkeeper.gameObject.transform);
            SpeechBubbleSpeaker.gameObject.transform.localPosition = new Vector3();
            SpeechBubbleSpeaker.gameObject.transform.localScale    = new Vector3(1, 1, 1);

            if (addFX)
            {
                ShopMortimer.instance.SetMortimerTalking(true);
            }
        }
        else
        {
            SpeechBubbleSpeaker = Instantiate(GetSpeechBubbleForString(CurrentDialogueFragment.Text));
            SpeechBubbleSpeaker.gameObject.transform.SetParent(SpeechBubbleSpeakerMarkerConscience.gameObject.transform);
            SpeechBubbleSpeaker.gameObject.transform.localPosition = new Vector3();
            SpeechBubbleSpeaker.gameObject.transform.localScale    = new Vector3(1, 1, 1);
            SpeechBubbleSpeaker.InitOrbit();
        }

        if (addFX && CurrentDialogueFragment.StageDirections != "")
        {
            AudioClip playedClip = AudioManager.instance.PlayVoiceClip(CurrentDialogueFragment.StageDirections, CurrentDialogueFragment.Speaker as Entity);
            CurrentFadeTime = playedClip != null ? playedClip.length + 0.2f : FadeTime;
        }

        SpeechBubbleSpeaker.ShowBubble(CurrentDialogueFragment);
    }
コード例 #14
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    /*
     *	Create a new speech bubble and add to list
     */
    public void SendMessage(string[] messages, Entity sendingEntity, int messageType)
    {
        // choose what message to use
        int    randomMessageIndex = Random.Range(0, messages.Length);
        string message            = messages[randomMessageIndex];

        // create speech bubble, set parameters
        SpeechBubble speechBubble = new SpeechBubble(message, messageType, sendingEntity);

        speechBubbles.Add(sendingEntity.GetID(), speechBubble);

        // THIS IS TEMPORARY - this should be managed by looking at the list
        // for now, send to panel to create new speech bubble panel
        if (ShouldCreateSpeechBubble(messageType, sendingEntity.transform.position) &&
            !speechBubbles[sendingEntity.GetID()].bubbleCreated)
        {
            //print("creating speech bubble! size = " + speechBubbles.Count + " entity ID = " + sendingEntity.GetID());

            speechBubbles[sendingEntity.GetID()].panel = speechBubblePanel.CreateNewSpeechBubblePanel(sendingEntity.transform,
                                                                                                      message,
                                                                                                      sendingEntity,
                                                                                                      this);
        }
        else
        {
            RemoveMessageDelayed(sendingEntity);
        }
    }
コード例 #15
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ファイル: AvatarView.cs プロジェクト: GlynLeine/Networking
    private Animator _animator = null;  //if present a reference to the animator so we can it we are walking

    private void Awake()
    {
        //this should always be present
        _speechBubble = GetComponentInChildren <SpeechBubble>();
        //this needs to be retrieved on a per skin basis
        //_animator = ...
    }
コード例 #16
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    //private void Start()
    //{
    //    CreateBubble(testData, Vector2.up * 1, TestPlayerCtrl.instance.transform);
    //}

    public void CreateBubble(SpeechData speechData, Vector3 localPosition, SpeechBubble.Calback _callback, Transform parent = null)
    {
        SpeechBubble newBubble = Instantiate(bubble, parent);

        newBubble.transform.localPosition = localPosition;
        newBubble.SetInformation(speechData, bubbleOpenSpeed, bubbleCloseSpeed, textFadeSpeed, _callback);
    }
コード例 #17
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    //---------------------COMMON---------------------//

    protected void Awake()
    {
        speechBubble    = transform.parent.GetComponentInChildren <SpeechBubble>();
        m_movementModel = GetComponentInParent <CharacterMovementModel>();
        m_speed         = m_movementModel.GetSpeed();
        SpawnManager spawnManager = transform.parent.GetComponentInChildren <SpawnManager>();
    }
コード例 #18
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    public void say(string text, float lifetime)
    {
        SpeechBubble sb = Instantiate(bubblePrefab, canvasPlacement).GetComponent <SpeechBubble>();

        sb.setup(text, lifetime);
        log.addToLog(iface.companionName + ": " + text);
    }
コード例 #19
0
ファイル: Door.cs プロジェクト: tdelta/SynergyQuest
    /**
     * Use this door to load the next room.
     * A dungeon layout must be loaded for this to work, see also the `DungeonLayout` singleton.
     *
     * You can use an instance of the `DungeonLoader` behavior to ensure that the dungeon layout is loaded for a room.
     *
     * This method has no effect, if the door is still locked (with a key lock or due to some other mechanism)
     */
    public void UseDoor(PlayerController user)
    {
        if (_open)
        {
            var playersInRevivalMinigame = ReviveMinigame.GetPlayersInMinigame();

            // Did some players die and are currently part of the ReviveMinigame?
            // In this case, display a hint and dont switch scenes
            if (playersInRevivalMinigame.Any())
            {
                // Get the name of all players in the minigame (and color their name in their player color)
                var playerNames = playersInRevivalMinigame
                                  .Select(player => $"<color=#{ColorUtility.ToHtmlStringRGB(player.Color.ToRGB())}>{player.Data.name}</color>")
                                  .ToArray();

                var init             = string.Join(", ", playerNames.Init());
                var playerListString = init.Any() ? $"{init} and {playerNames.Last()}" : playerNames.Last();

                // Display a speech bubble with a hint: All players must be alive to enter the next scene
                SpeechBubble.Display(this.transform.position, $"Revive {playerListString} before leaving!", 3.0f);
            }

            // Otherwise we can switch scenes
            else
            {
                PlayerDataKeeper.Instance.LastDoorDirection = this.direction;
                DungeonLayout.Instance.LoadRoomUsingDoor(this);
            }
        }
    }
コード例 #20
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    /**
     * SpeakLine
     * Causes a speech bubble containing the specified line to appear above the specified actor.
     * Will also move other speech bubbles off the screen
     */
    public void SpeakLine(GameObject actor, string line, int wordTime, Sequence sequence)
    {
        //float speakTime = wordTime * line.Split (new string[] { " " }, System.StringSplitOptions.RemoveEmptyEntries).Length;

        // Meat of this one is done within the bubble script.
        //Create a new speech bubble instance
        GameObject   bubble       = Instantiate(Resources.Load(Constants.Resources.Narrative.PREFAB_SPEECH_BUBBLE_PATH, typeof(GameObject)), sceneCanvas.gameObject.transform) as GameObject;   // Parent the speech bubble to the scene canvas
        SpeechBubble bubbleScript = bubble.GetComponentInChildren <SpeechBubble> (true);

        if (bubbleScript == null)
        {
            Debug.LogError("Created a speech bubble without a script. What?! Terminating direction and moving to next.");
            DestroyImmediate(bubble);
            sequence.Next();
            return;
        }
        // Initialize the cancel action
        cancelActionHandler = () => {
            bubbleScript.DismissBubble();             // Bail out sooner than usual.
        };

        // Initialize the speech bubble
        bubbleScript.sceneCamera = sceneCamera;
        bubbleScript.Initialize(actor, line, wordTime, () => {
            sequence.Next();
        });
    }
コード例 #21
0
ファイル: SceneFour.cs プロジェクト: absurdhero/tmotmo-full
 public override void Setup(float startTime)
 {
     hospitalRoom.separateHalves(SceneThree.MAX_SPLIT);
     speechBubble = new SpeechBubble(camera, hospitalRoom.guyCenterPoint);
     mouthMovement = new MouthAnimator(startTime, leftMouth, rightMouth);
     wiggler = new Wiggler(startTime, timeLength, new[] {speechBubble.centerPivot()});
 }
コード例 #22
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    private GameObject CreateDialogueTextGameObject(Dialogue dialogue)
    {
        if (dialogue == null)
        {
            CompleteConversation();
            return(null);
        }

        SpeechBubble bubble = currentConversation.SpeechBubbles[dialogue.SpeechBubbleIndex];

        if (bubble != null)
        {
            GameObject gm = bubble.gameObject;
            if (gm != null)
            {
                gm = Instantiate(gm, transform.position, Quaternion.identity);
                gm.transform.SetParent(CanvasUIHandler.Instance.DialogueContainer.transform);
            }

            Text dialogueText = gm.GetComponentInChildren <Text>();
            dialogueText.text = dialogue.Sentence;
            return(gm);
        }
        return(null);
    }
コード例 #23
0
ファイル: Fox.cs プロジェクト: AkirAssasin/ggj19
    public void OnTriggerDialogue()
    {
        if (!hasDialogue)
        {
            return;
        }

        if (hasSpeechBubble)
        {
            hasSpeechBubble = false;
            speechBubble.StartPoolingAnimation();
        }

        if (dialogueProgress < dialogue.Length)
        {
            speechBubble = SpeechBubble.GetFromPool(speechBubblePrefab);
            speechBubble.Initialize(transform, speechBubblePosition, speechBubbleSize, speechBubbleFlip);
            speechBubble.SetText(dialogue[dialogueProgress]);

            dialogueProgress++;
            hasSpeechBubble = true;
        }
        else
        {
            hasDialogue = false;
        }
    }
コード例 #24
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        void DrawPage1()
        {
            string title = "I simboli del riciclo";

            ConstVar.sb.DrawString(titlefont, title, new Vector2(background.getPos().X - titlefont.MeasureString(title).X / 2, background.getPos().Y - background.getRect().Height * 0.43f), Color.Black);
            foreach (var button in arrows)
            {
                button.Draw();
            }

            foreach (var simbol in simbols)
            {
                int i       = simbols.IndexOf(simbol);
                int offsetx = offset * (i % 6);
                int offsety = offset * (i / 6);
                simbol.symbol.setPos((int)(background.getPos().X + offsetx - background.getRect().Width * 0.40f), (int)(background.getPos().Y + offsety - background.getRect().Height * 0.28f));
                simbol.symbol.Draw(true);
            }

            foreach (var simbol in simbols)
            {
                MouseState _currentMouse  = Mouse.GetState();
                var        mouseRectangle = new Rectangle(_currentMouse.X, _currentMouse.Y, 1, 1);
                if (Intersects(mouseRectangle, simbol.symbol.getRect()))
                {
                    SpeechBubble speechBubble = new SpeechBubble(_game, _graphics, _content, "bubble/bubble-narrator", "Fonts/speechFont");
                    speechBubble.setPos(mouseRectangle.X + (int)(speechBubble.getRect().Width * 0.25f), mouseRectangle.Y - speechBubble.getRect().Height / 2);
                    speechBubble.StaticDraw(simbol.description);
                }
            }
        }
コード例 #25
0
ファイル: Creature.cs プロジェクト: Codinablack/Tibia
 /// <summary>
 ///     Initializes a new instance of the <see cref="Creature" /> class.
 /// </summary>
 /// <param name="creatureType">Type of the creature.</param>
 /// <param name="speechBubble">The speech bubble.</param>
 protected Creature(CreatureType creatureType, SpeechBubble speechBubble)
 {
     CreatureType = creatureType;
     SpeechBubble = speechBubble;
     BaseSpeed    = new SpeedInfo();
     Settings     = new CreatureSettings();
 }
コード例 #26
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 // Use this for initialization
 void Awake()
 {
     Main = this;
     Debug.Assert(Text != null);
     Debug.Assert(RootCanvas != null);
     Rect = GetComponent <RectTransform>();
 }
コード例 #27
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    public void StopAndSpeak(Vector2 playerPos)
    {
        if (stopped)
        {
            return;
        }

        float dir = transform.position.x - playerPos.x;

        spriteRenderer.flipX = dir < 0 ? false : true;
        if (sequence != null)
        {
            sequence.Kill();
            sequence = null;
        }
        stopped = true;
        Vector2 off = speechOffset;

        if (ID == NPCTracker.ID.Cat)
        {
            off = catSpeechOffset;
        }

        speechBubble = FindObjectOfType <SpeechSpawner>().SpawnBubble((Vector2)transform.position + off, transform);
        UpdateSpeech();
        speechBubble.Say(speechIcon1, speechIcon2, speechEmotion);
    }
コード例 #28
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 public void Begin(PlayerStateMachine owner)
 {
     bubble = SpeechBubbleManager.instance.CreateBubble(0, Localization.GetString("hurt"));
     bubble.Attach(owner.transform);
     bubble.SetEffect(SpeechBubble.Effect.None);
     owner.animator.Change(PlayerAnimator.Type.Hungry);
 }
コード例 #29
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    private void CreateThoughtBubbleWithMessage(string message)
    {
        thoughtBubble = GameObject.Instantiate(thoughtBubblePrefab, thoughtBubbleTransform);

        SpeechBubble sbScript = thoughtBubble.GetComponent <SpeechBubble>();

        sbScript.Speech = message;
    }
コード例 #30
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    /// <summary>
    /// test for close bubble on click
    /// </summary>
    void BubbleClose(SpeechBubble obj)
    {
        Log.Info("Close clicked on:" + obj.Id);

        //keep reference
        bubble = obj;
        obj.gameObject.SetActive(false);
    }
コード例 #31
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        public SpeechItem(string s, ITalkable src, Vector2 offs, int w = 400, int d = 300)
        {
            Vector2 loc = src.GetScreenPosition();

            bubble = new SpeechBubble(s, (int)loc.X, (int)loc.Y, w, d);
            offset = offs;
            source = src;
        }
コード例 #32
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 public PlayerMind(Player p)
     : base()
 {
     this.player                = p;
     this.speechBuddle          = new SpeechBubble();
     this.player.PlayerDied    += OnPlayerDie;
     this.player.PlayerRespawn += OnPlayerRespawn;
 }
コード例 #33
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	public void Flip(){ //Flip player character
		flipped = !flipped;
		Player = GameManager.PlayerCharacter.GetComponent<NavMeshAgent>();
		speechBubble = Player.GetComponentInChildren<SpeechBubble>();
	
		Player.transform.localScale = new Vector3 (Player.transform.localScale.x * -1, Player.transform.localScale.y, Player.transform.localScale.z);
		speechBubble.transform.localScale = new Vector3(speechBubble.transform.localScale.x * -1, speechBubble.transform.localScale.y, speechBubble.transform.localScale.z);
	}
コード例 #34
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	public void Flip(){ //Flip player character
		if(gameObject.GetComponent<NavMeshAgent>()!=null && gameObject.tag!="DontFlip" ) 
		{
			agent = gameObject.GetComponent<NavMeshAgent>();

			flipped = !flipped;
			speechBubble = agent.GetComponentInChildren<SpeechBubble> ();
			agent.transform.localScale = new Vector3 (agent.transform.localScale.x * -1, agent.transform.localScale.y, agent.transform.localScale.z);
			speechBubble.transform.localScale = new Vector3 (speechBubble.transform.localScale.x * -1, speechBubble.transform.localScale.y, speechBubble.transform.localScale.z);

		}
	}
コード例 #35
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ファイル: SpeechBubble.cs プロジェクト: eiseneker/purgatory
	// Use this for initialization
	void Start () {
		mainBubble = this;
		canvas = transform.parent.GetComponent<Canvas> ();
		text = transform.Find ("Text").GetComponent<Text>();
		text.text = "";
		bubble = GetComponent<RectTransform>();
		GameObject speech = GameObject.Find ("Speech");
		transform.parent = speech.transform;
		arrow = transform.Find ("Arrow").gameObject;
		inFreezeState = freezesGameOnDisplay;
		cursors = new ArrayList();
		textToDisplay = new string[] { };
		Hide ();
	}
コード例 #36
0
ファイル: Talkable.cs プロジェクト: mofr/FimbulWinter
    public void StartConversation()
    {
        onStart.Invoke ();

        opened = true;
        bubble = Instantiate (bubblePrefab).GetComponent<SpeechBubble>();
        bubble.transform.SetParent(gameObject.transform, false);
        PlayerInput.instance.enabled = false;

        currentPhrase = 0;
        bubble.phrase.text = phrases[currentPhrase].text;
        bubble.portrait.sprite = phrases[currentPhrase].portrait;

        if (!autoStart) {
            UsageHint.Hide ();
        }
    }
コード例 #37
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    public override void Setup()
    {
        status = PuzzleStatus.INPROGRESS;
        timeRemaining = timeLimit;
        turn = Random.Range(0, 2);
        sequence = new List<char>();
        for (int i = 0; i < totalSequenceLength; i++)
        {
            sequence.Add(LEGAL_LETTERS[Random.Range(0, 6)]);
        }
        inputCorrect = false;
        sequence[0] = 'A';

        // Bubbles
        p1bubble = this.transform.FindChild("P1 Bubble").GetComponent<SpeechBubble>();
        p2bubble = this.transform.FindChild("P2 Bubble").GetComponent<SpeechBubble>();
        p1bubble.Init();
        p2bubble.Init();
        ShowBubble(turn, sequence[0]);
        HideBubble((turn + 1) % 2);

        // Pointer
        pointer = this.transform.FindChild("Pointer").GetComponent<Pointer>();
        pointer.SetFirst(turn);


        // Adjust camera.
        // Save camera positions then move both to our camera point.
        camPosition = this.transform.FindChild("Camera Point").position;
        cam1 = GameObject.Find("P1 Camera").GetComponent<Camera>();
        oldCam1Pos = cam1.transform.position;
        cam1.transform.position = camPosition;
        cam2 = GameObject.Find("P2 Camera").GetComponent<Camera>();
        oldCam2Pos = cam2.transform.position;
        cam2.transform.position = camPosition;
    }
コード例 #38
0
    /*
     *	Create a new speech bubble and add to list
     */
    public void SendMessage(string[] messages, Entity sendingEntity, int messageType)
    {
        // choose what message to use
        int randomMessageIndex = Random.Range(0, messages.Length);
        string message = messages[randomMessageIndex];

        // create speech bubble, set parameters
        SpeechBubble speechBubble = new SpeechBubble(message, messageType, sendingEntity);
        speechBubbles.Add(sendingEntity.GetID(), speechBubble);

        // THIS IS TEMPORARY - this should be managed by looking at the list
        // for now, send to panel to create new speech bubble panel
        if (ShouldCreateSpeechBubble(messageType, sendingEntity.transform.position) &&
                                     !speechBubbles[sendingEntity.GetID()].bubbleCreated) {
            //print("creating speech bubble! size = " + speechBubbles.Count + " entity ID = " + sendingEntity.GetID());

            speechBubbles[sendingEntity.GetID()].panel = speechBubblePanel.CreateNewSpeechBubblePanel(sendingEntity.transform,
                                                                              message,
                                                                              sendingEntity,
                                                                              this);
        } else
            RemoveMessageDelayed(sendingEntity);
    }
コード例 #39
0
ファイル: Player.cs プロジェクト: Tsarpf/Mobile-MMO
 public void Start()
 {
     //ses
     bubble = playerObj.GetComponent<SpeechBubble>();
 }
コード例 #40
0
 // Use this for initialization
 void Start()
 {
     if(isMainBubble) {
         mainBubble = this;
     }
     text = transform.Find ("Text").GetComponent<Text>();
     text.text = "";
     bubble = GetComponent<RectTransform>();
     GameObject speech = GameObject.Find ("Speech");
     transform.parent = speech.transform;
     arrow = transform.Find ("Arrow").gameObject;
     inFreezeState = freezesGameOnDisplay;
     cursors = new ArrayList();
     if(isMainBubble) gameObject.SetActive (false);
 }
コード例 #41
0
ファイル: DatingTableUI.cs プロジェクト: dom-bo/ggj16_dating
	void DisplayText (string text, SpeechBubble bubble)
	{
		bubble.DisplayText(text);
	}
コード例 #42
0
 /// <summary>
 /// test function to handle click on arrow
 /// </summary>
 void BubbleArrow(SpeechBubble obj)
 {
     Log.Info("Arrow clicked in:"+obj.Id);
     //nothing to do  here
 }
コード例 #43
0
 // Use this for initialization
 void Start()
 {
     speechBubble = GetComponent<SpeechBubble> ();
     speechBubble.enabled = false;
     nextMsgTime = startTime;
 }
コード例 #44
0
	// Use this for initialization
	void Start () {
		Player = GameManager.PlayerCharacter.GetComponent<NavMeshAgent>();
		playerMove = Player.GetComponent<NoahMove> ();
		speechBubble = Player.GetComponentInChildren<SpeechBubble>();

	}