public override void _Process(float delta) { // If the time is running, we want to wait if (timer.TimeLeft > 0) { return; } // Check if we have anything to consume if (story.CanContinue) { string text = story.Continue().Trim(); if (text.Length > 0) { container.Add(container.CreateText(text)); } // Maybe we have choices now that we moved on? if (story.HasChoices) { container.Add(container.CreateSeparation(), 0.2f); // Add a button for each choice for (int i = 0; i < story.CurrentChoices.Length; ++i) { container.Add(container.CreateChoice(story.CurrentChoices[i], i), 0.4f); } } timer.Start(); } else if (!story.HasChoices) { container.Add(container.CreateSeparation(), 0.4f); container.Add(container.CreateSeparation(), 0.5f); container.Add(container.CreateSeparation(), 0.6f); SetProcess(false); } }
public void OnStoryInkEnded() { container.Add(container.CreateSeparation(), 0.4f); container.Add(container.CreateSeparation(), 0.5f); container.Add(container.CreateSeparation(), 0.6f); }