コード例 #1
0
        // Run an internal command.
        public override IEnumerator RunCommand(Yarn.Command command)
        {
            // "Perform" the command
            Debug.Log("Command: " + command.text);

            yield break;
        }
コード例 #2
0
ファイル: DialogueUI.cs プロジェクト: Phireh/VEUS
        /// Run a command.
        public override Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, System.Action onComplete)
        {
            // Dispatch this command via the 'On Command' handler.
            onCommand?.Invoke(command.Text);

            // Signal to the DialogueRunner that it should continue executing.
            return(Dialogue.HandlerExecutionType.ContinueExecution);
        }
コード例 #3
0
 /// Run an internal command.
 public override IEnumerator RunCommand(Yarn.Command command)
 {
     // "Perform" the command
     Debug.Log("Command: " + command.text);
     if (command.text == "start fishing game")
     {
         SceneManager.LoadScene("Mini Games/Start Fishing");
     }
     else if (command.text == "go to town")
     {
         SceneManager.LoadScene("Locations/" + GameManager.Instance.LastScene);
     }
     else if (command.text == "go to house")
     {
         SceneManager.LoadScene("Locations/Skylar House");
     }
     else if (command.text == "go to cave")
     {
         SceneManager.LoadScene("Mini Games/Bat Attack");
     }
     else if (command.text == "go to box")
     {
         SceneManager.LoadScene("Mini Games/Wooden Box");
     }
     else if (command.text == "go to letter")
     {
         BoxCollider[] disable = GameObject.FindObjectsOfType <BoxCollider> ();
         for (int i = 0; i < disable.Length; i++)
         {
             disable [i].enabled = false;
         }
         Letter.SetActive(true);
     }
     else if (command.text == "disable wheel")
     {
         GameObject.Find("Wheel").SetActive(false);
     }
     else if (command.text == "skylar in house")
     {
         obj1.SetActive(false);
         obj2.SetActive(true);
     }
     else if (command.text == "book unclickable")
     {
         obj1.SetActive(false);
         obj2.SetActive(false);
         obj3.SetActive(true);
     }
     else if (command.text == "book clickable")
     {
         obj1.SetActive(true);
     }
     else if (command.text == "go to wall")
     {
         SceneManager.LoadScene("Locations/Wall");
     }
     yield break;
 }
コード例 #4
0
        /// Runs a command.
        /// <inheritdoc/>
        public override Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, System.Action onCommandComplete)
        {
            // Dispatch this command via the 'On Command' handler.
            onCommand?.Invoke(command.Text);

            // Signal to the DialogueRunner that it should continue
            // executing. (This implementation of RunCommand always signals
            // that execution should continue, and never calls
            // onCommandComplete.)
            return(Dialogue.HandlerExecutionType.ContinueExecution);
        }
コード例 #5
0
ファイル: DialogueUI.cs プロジェクト: Swehtam/Nidavellir
        /// Run an internal command.
        public override IEnumerator RunCommand(Yarn.Command command)
        {
            // "Perform" the command
            string[] commandArray = command.text.Split(' ');
            if (commandArray[0] == "wait")
            {
                float time = float.Parse(commandArray[1]);
                yield return(new WaitForSeconds(time));
            }


            yield break;
        }
コード例 #6
0
        /// Called by buttons to make a selection.
        //public void SetOption (int selectedOption)
        //{

        //    // Call the delegate to tell the dialogue system that we've
        //    // selected an option.
        //    SetSelectedOption (selectedOption);

        //    // Now remove the delegate so that the loop in RunOptions will exit
        //    SetSelectedOption = null;
        //}

        /// Run an internal command.
        public override IEnumerator RunCommand(Yarn.Command command)
        {
            Debug.Log("Command: " + command.text);
            // Check for non-parameterized command strings
            switch (command.text.ToLower())
            {
            case "wait scene":
                while (!sceneLoader.IsSceneUnloaded())
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                yield break;
            }

            // Check for parameterized command strings
            var words       = command.text.Split(' ');
            var commandText = words[0].ToLower();

            switch (commandText)
            {
            case "wait":
                float fWait;
                try
                {
                    fWait = float.Parse(words[1]);
                }
                catch (System.FormatException)
                {
                    Debug.LogErrorFormat("wait <num> must contain an integer ({0})", command.text);
                    break;
                }
                yield return(new WaitForSeconds(fWait));

                yield break;

            case "show":
                ShowCanvas();
                yield break;

            case "hide":
                HideCanvas();
                yield break;

            default:
                Debug.LogError(Utils.Join("Unrecognized command:", commandText));
                yield break;
            }

            yield break;
        }
コード例 #7
0
        /// Run an internal command.
        public override IEnumerator RunCommand(Yarn.Command command)
        {
            // "Perform" the command
            Debug.Log("Command: " + command.text);

            if (command.text.Equals("waitTillEmpty"))
            {
                while (!dispenserInventory.empty)
                {
                    yield return(null);
                }
            }
            yield break;
        }
コード例 #8
0
        IEnumerator RunCommand(Yarn.Command command)
        {
            optionStrings = new string[0];
            displayString = "(Yarn command: <<" + command.text + ">>)";

            showContinuePrompt = true;
            useConsolasFont    = true;

            // Wait for user input
            inputContinue = false;
            yield return(new WaitUntil((() => inputContinue == false && MerinoPrefs.useAutoAdvance == false)));

            showContinuePrompt = false;
            useConsolasFont    = false;
        }
コード例 #9
0
        public IEnumerator RunCommand (Yarn.Command command, bool autoAdvance)
        {
            optionStrings = new string[0];
            displayString = "(Yarn command: <<" + command.text + ">>)";
            inputContinue = false;
            useConsolasFont = true;
            showContinuePrompt = true;
            while (inputContinue == false && autoAdvance == false)
            {
                yield return new WaitForSeconds(0.01f);
            }

            showContinuePrompt = false;
            useConsolasFont = false;
        }
コード例 #10
0
        // Run an internal command.
        public override IEnumerator RunCommand(Yarn.Command command)
        {
            // "Perform" the command
            Debug.Log("Command: " + command.text);

            // Example: forward commands that begin with "set-sprite" to a SpriteSwitcher
            var commandElements = command.text.Split(' ');

            if (commandElements.Length > 0)
            {
                // Syntax for this command = setsprite NAME SPRITENAME
                // GameObject NAME must have a SpriteSwitcher component
                // The SpriteSwitcher must have a sprite named SPRITENAME
                if (commandElements[0] == "setsprite")
                {
                    var switcher = GameObject.Find(commandElements[1])
                                   .GetComponent <SpriteSwitcher>();
                    var spriteName = commandElements[2];
                    switcher.UseSprite(spriteName);
                }
            }

            yield break;
        }
コード例 #11
0
 /// Perform some game-specific command.
 public abstract IEnumerator RunCommand(Yarn.Command command);
コード例 #12
0
 /// Perform some game-specific command.
 public abstract Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, System.Action onCommandComplete);
コード例 #13
0
ファイル: DialogueUI.cs プロジェクト: gaypunkposer/Union
 /// Run an internal command.
 public override Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, System.Action onComplete)
 {
     StartCoroutine(DoRunCommand(command, onComplete));
     return(Dialogue.HandlerExecutionType.ContinueExecution);
 }
コード例 #14
0
 /// <summary>
 /// Run an internal command
 /// </summary>
 /// <param name="command"></param>
 /// <returns></returns>
 public override IEnumerator RunCommand(Yarn.Command command)
 {
     yield break;
 }
コード例 #15
0
 public override Yarn.Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, global::System.Action onCommandComplete)
 {
     return(Yarn.Dialogue.HandlerExecutionType.ContinueExecution);
 }
コード例 #16
0
 public override Yarn.Dialogue.HandlerExecutionType RunCommand(Yarn.Command command, System.Action onCommandComplete)
 {
     _ui?.OnCommand(command.Text);
     return(Yarn.Dialogue.HandlerExecutionType.ContinueExecution);
 }