// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!enter) { compteur=0; Dialogue dial = new Dialogue (); lines = dial.open ("Dialogue"); box = (GameObject)Instantiate (Resources.Load ("Prefab/Dialog")); string[] info = dial.ReadLine (lines [compteur]); compteur++; Image im=box.transform.GetChild(3).GetComponent<Image>(); im.sprite=Resources.Load<Sprite>("Texture/"+info[0]); Text te = box.transform.GetChild (0).gameObject.GetComponent<Text> (); te.text = info [0]; te = box.transform.GetChild (2).gameObject.GetComponent<Text> (); te.text = info [1]; enter=true; } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!enter) { compteur = 0; Dialogue dial = new Dialogue(); lines = dial.open("Dialogue"); box = (GameObject)Instantiate(Resources.Load("Prefab/Dialog")); string[] info = dial.ReadLine(lines [compteur]); compteur++; Image im = box.transform.GetChild(3).GetComponent <Image>(); im.sprite = Resources.Load <Sprite>("Texture/" + info[0]); Text te = box.transform.GetChild(0).gameObject.GetComponent <Text> (); te.text = info [0]; te = box.transform.GetChild(2).gameObject.GetComponent <Text> (); te.text = info [1]; enter = true; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(Input.GetKeyDown(KeyCode.E)||Input.GetKeyDown(KeyCode.KeypadEnter)){ if (compteur == lines.GetLength(0)-1||!Personnage.pnjcollide) { enter=false; animator.SetBool("Dialogue",false); compteur=0; }else{ Dialogue dial = new Dialogue (); string[] info=dial.ReadLine (lines [compteur]); compteur++; Image im=box.transform.GetChild(3).GetComponent<Image>(); im.sprite=Resources.Load<Sprite>("Texture/"+info[0]); Text te=box.transform.GetChild(0).gameObject.GetComponent<Text>(); te.text = info[0]; te=box.transform.GetChild(2).gameObject.GetComponent<Text>(); te.text = info [1]; } } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.KeypadEnter)) { if (compteur == lines.GetLength(0) - 1 || !Personnage.pnjcollide) { enter = false; animator.SetBool("Dialogue", false); compteur = 0; } else { Dialogue dial = new Dialogue(); string[] info = dial.ReadLine(lines [compteur]); compteur++; Image im = box.transform.GetChild(3).GetComponent <Image>(); im.sprite = Resources.Load <Sprite>("Texture/" + info[0]); Text te = box.transform.GetChild(0).gameObject.GetComponent <Text>(); te.text = info[0]; te = box.transform.GetChild(2).gameObject.GetComponent <Text>(); te.text = info [1]; } } }