// Start is called before the first frame update public virtual void Start() { PlayerCharacter PC = ArticyDatabase.GetObject <PlayerCharacter>("Player_Character_Entity_Tech_Name"); //Debug.Log("Our player name is: " + PC.Template.Basic_Character_Attributes.NPC_Feature_Name); StaticStuff.FlowDebug("Our player name is: " + PC.Template.Basic_Character_Attributes.NPC_Feature_Name); FlowPlayer = GetComponent <ArticyFlowPlayer>(); Slot_Container sc = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); if (sc.Template.Slot_Feature.Slot_Feature_Slot != null) { //Debug.Log("CaptainsChairSceneRoot.Start() setting StartOn: " + sc.Template.Slot_Feature.Slot_Feature_Slot.name); StaticStuff.FlowDebug("CaptainsChairSceneRoot.Start() setting StartOn: " + sc.Template.Slot_Feature.Slot_Feature_Slot.name); SetFlowPlayerStartOn(sc.Template.Slot_Feature.Slot_Feature_Slot); } else { //Debug.Log("CaptainsChairSceneRoot.Start() no StartOn"); StaticStuff.FlowDebug("CaptainsChairSceneRoot.Start() no StartOn"); } if (DialogueUI != null) { DialogueUI.gameObject.SetActive(false); } //FlowPlayer.StartOn = sc.Template.Slot_Feature.Slot_Feature_Slot; }
private void OnTriggerEnter(Collider other) { StaticStuff.FlowDebug(this.name + " OnTriggerEnter() other: " + other.name); ArticyReference colliderArtRef = other.gameObject.GetComponent <ArticyReference>(); if (colliderArtRef == null) { //Debug.LogWarning("null ArticyReference on the thing we collided with."); StaticStuff.FlowDebugWarning("null ArticyReference on the thing we collided with."); } else { //Debug.Log("we connected with something that has an ArticyRef. Now lets see if it's an NPC."); StaticStuff.FlowDebug("we connected with something that has an ArticyRef. Now lets see what it is."); Dialogue dialogue = colliderArtRef.reference.GetObject() as Dialogue; if (dialogue != null) { StaticStuff.FlowDebug("we have a dialogue, so set the FlowPlayer to start on it"); SceneRoot.SetFlowPlayerStartOn(dialogue); NavMeshAgent.SetDestination(this.transform.position); } else { StaticStuff.FlowDebugWarning("not sure what to do with this type yet: " + colliderArtRef.reference.GetObject().GetType()); } } }
protected void PrintBranchInfo(Branch b, string src = "") { string s = GetBranchInfo(b, src); //Debug.Log(s); StaticStuff.FlowDebug(s); }
//To put it simple: IFlowObject is the basic type of anything the FlowPlayer can encounter while traversing.. // That means every node, every pin and every connection is also an IFlowObject.If for some reason the passed // aObject is null, we have encountered a Dead End. protected override void DoOnFlowPlayerPaused(IFlowObject aObject) { // Debug.Log("**********************************************************************DoOnFlowPlayerPaused()"); //Debug.Log("OnFlowPlayerPaused() IFlowObject Type: " + aObject.GetType() + ", with TechnicalName: " + ((ArticyObject)aObject).TechnicalName); StaticStuff.FlowDebug("**********************************************************************DoOnFlowPlayerPaused()"); StaticStuff.FlowDebug("OnFlowPlayerPaused() IFlowObject Type: " + aObject.GetType() + ", with TechnicalName: " + ((ArticyObject)aObject).TechnicalName); CurPauseObject = aObject; // Note...a Dialogue Fragment is NOT a Flow Fragment var flowFragType = aObject as IObjectWithFeatureFlow_Fragment_Type; if (flowFragType != null) { Flow_Fragment_Type type = flowFragType.GetFeatureFlow_Fragment_Type().Flow_Fragment_Type; FlowFragment flowFrag = aObject as FlowFragment; //Debug.Log("Fragment name: " + flowFrag.DisplayName + ", has text: " + flowFrag.Text); //Debug.Log("enum val: " + type); StaticStuff.FlowDebug("Fragment name: " + flowFrag.DisplayName + ", has text: " + flowFrag.Text); StaticStuff.FlowDebug("enum val: " + type); } var dialogueFrag = aObject as Dialogue_Fragment; if (dialogueFrag != null) { //Debug.Log("We have a dialogue fragment...so DO SOMETHING"); StaticStuff.FlowDebug("We have a dialogue fragment...so don't do anything since branch update will set up the dialogue fragment stuff there"); // monote - "Ship.DoOnFlowPlayerPaused() about to show dialogue fragment" //Debug.LogWarning("We're changing the dialogue setup from Pause to BranchesUpdated because we can have more than 1"); // base.ShowDialogueFragment(dialogueFrag); } //Debug.Log("**********DoOnFlowPlayerPaused() END"); StaticStuff.FlowDebug("**********DoOnFlowPlayerPaused() END"); }
public void DialogueButtonCallback(int buttonIndex) { StaticStuff.FlowDebug("DialogueButtonCallback() buttonIndex: " + buttonIndex); NextBranch = CurBranches[buttonIndex]; base.PrintBranchInfo(CurBranches[buttonIndex], "DialogueButtonCallback"); if (CurBranches[buttonIndex].Target.GetType().Equals(typeof(Dialogue_Fragment)) == false) { //Debug.Log("we're done with the current dialogue tree, so shut off the UI and let the flow handle itself"); StaticStuff.FlowDebug("Chosen branch isn't a dialogue fragment, so for now assume we're done talking and shut off the UI"); base.ShutOffDialogueUI(); } else { //Debug.LogWarning("Need to account for a flow fragment off of a dialogue UI button press"); StaticStuff.FlowDebug("Chosen branch is a dialogue fragment, so just let the engine handle the next phase."); } }
protected void GoToMiniGame(Branch branch) { var miniGameFrag = branch.Target as IObjectWithFeatureMini_Game_Name; if (miniGameFrag != null) { //Debug.Log("go to this mini game NOW: " + miniGameFrag.GetFeatureMini_Game__Name().Mini_Game_Name); StaticStuff.FlowDebug("go to this mini game NOW: " + miniGameFrag.GetFeatureMini_Game_Name().Mini_Game_Name); // FlowPlayer.StartOn = branch.Target as IArticyObject; Slot_Container slotContainer = ArticyDatabase.GetObject <Slot_Container>("Start_On_Object"); slotContainer.Template.Slot_Feature.Slot_Feature_Slot = (ArticyObject)branch.Target; SceneManager.LoadScene(miniGameFrag.GetFeatureMini_Game_Name().Mini_Game_Name); } else { //Debug.LogError("ERROR: trying to go to a mini game with no name"); StaticStuff.FlowDebug("ERROR: trying to go to a mini game with no name"); } }
protected void ShowDialogueFragment(Dialogue_Fragment dialogueFrag, List <Branch> dialogueOptions) { StaticStuff.FlowDebug("going to set up a dialogue fragment with speaker: " + dialogueFrag.Speaker + " with text: " + dialogueFrag.Text); StaticStuff.FlowDebug("this dialogue fragment has: " + dialogueOptions.Count + " options"); DialogueUI.gameObject.SetActive(true); SetSpeakerImage(dialogueFrag.Speaker); SpeakerText.text = dialogueFrag.Text; foreach (GameObject go in DialogueOptions) { go.SetActive(false); } for (int i = 0; i < dialogueOptions.Count; i++) { DialogueOptions[i].SetActive(true); Dialogue_Fragment df = dialogueOptions[i].Target as Dialogue_Fragment; if (df != null) { DialogueOptions[i].GetComponentInChildren <Text>().text = df.MenuText; } else { string buttonText = dialogueFrag.Template.Dialogue_Fragment_Default_Button_Text.Default_Button_Text; StaticStuff.FlowDebug("ok we are not going to a dialogue fragment, so get the button text by the template: " + buttonText); if (buttonText.Equals("") == false) { DialogueOptions[i].GetComponentInChildren <Text>().text = buttonText; } else { string val = ArticyDatabase.DefaultGlobalVariables.GetVariableByString <string>("Misc_Globals.defaultDialogueFragmentButtonText"); DialogueOptions[i].GetComponentInChildren <Text>().text = val; } } } PlayerObject.ToggleMovementBlocked(true); }
public void SetFlowPlayerStartOn(ArticyObject articyObject) { //Debug.Log("SetFlowPlayerStartOn(): type: " + articyObject.GetType() + ", name: " + articyObject.name); StaticStuff.FlowDebug("SetFlowPlayerStartOn(): type: " + articyObject.GetType() + ", name: " + articyObject.name); FlowPlayer.StartOn = articyObject; }
// iFlowObject vs Branch // Branch.Target is an iFlowObjects protected override void DoOnBranchesUpdated(IList <Branch> aBranches) { //Debug.Log("**********DoOnBranchesUpdated()"); //Debug.Log("Num branches: " + aBranches.Count); StaticStuff.FlowDebug("**********DoOnBranchesUpdated()"); StaticStuff.FlowDebug("Num branches: " + aBranches.Count); List <Branch> validBranches = new List <Branch>(); CurBranches.Clear(); string s = ""; foreach (Branch b in aBranches) { base.PrintBranchInfo(b, "branch loop"); Dialogue_Fragment d = b.Target as Dialogue_Fragment; if (d != null) { s += "Branch " + b.BranchId + ": "; s += d.InputPins[0].Text.RawScript + "\n"; } //if (s != "") DebugText.text = s; CurBranches.Add(b); if (b.IsValid == true) { validBranches.Add(b); } } if (aBranches.Count == 1 && aBranches[0].IsValid && aBranches[0].Target.GetType().Equals(typeof(Hub))) { StaticStuff.FlowDebug("only one valid branch and it's a hub called: " + aBranches[0].DefaultDescription + " so Play() it"); NextBranch = aBranches[0]; base.PrintBranchInfo(NextBranch, "move to hub"); //inventorySystem.RemoveItem(heldItem); //inventorySystem.RemoveItem(thisRepresentedItem); } else { if (validBranches.Count == 1 && CurPauseObject.GetType().Equals(typeof(Hub))) { s = "1 valid branch on a hub pause object...check what it is: "; s += base.ReturnBranchInfo(validBranches[0], "checking 1 branch on hub"); StaticStuff.FlowDebug(s); if (validBranches[0].Target.GetType().Equals(typeof(OutputPin))) { StaticStuff.FlowDebug("only valid output is an OutputPin...which means that we're not linked to any other flow fragments so just sit tight and wait for something" + "like the player colliding with an NPC or something else to trigger the next StartOn"); } else { StaticStuff.FlowDebug("only valid output is something else that an OutputPin...so ROCK IT via Play(NextBranch)"); NextBranch = validBranches[0]; } } else { StaticStuff.FlowDebug("--------------------------NOT in a situation where we have 1 valid Hub branch, so find out what to do."); if (CurPauseObject.GetType().Equals(typeof(Dialogue_Fragment))) { StaticStuff.FlowDebug("We're on a dialogue fragment, so set up the dialogue via the CaptainsChairSceneRoot"); base.ShowDialogueFragment(CurPauseObject as Dialogue_Fragment, validBranches); } else { StaticStuff.FlowDebug("on something other than a dialogue fragment, so find out what to do"); if (validBranches.Count == 1 && CurPauseObject.GetType().Equals(typeof(Jump)) && validBranches[0].Target.GetType().Equals(typeof(MiniGameFragment))) { StaticStuff.FlowDebug("we have 1 valid branch that's a Jump to a MiniGame so go to that mini game"); base.GoToMiniGame(validBranches[0]); } else { StaticStuff.FlowDebugWarning("not a 1 valid brach that's a Jump to a MiniGame so figure out what to do"); } } } } StaticStuff.FlowDebug("************************************************************DoOnBranchesUpdated() END"); }