private void Start() { dialogue = GetComponent <DialogueBehaviour>(); flow = dialogue.Conversation; player = GameObject.FindWithTag("Player").transform; }
void OnEnable() { myTarget = (DialogueBehaviour)target; _skinNames.CollectSkins(myTarget.Conversation.DefaultSkin, null, 0); myTarget.Conversation.CameraController.OnEnable(); FindProperty("Graph"); FindProperty("ActorEnabled"); FindProperty("ActorName"); FindProperty("ActorPortrait"); FindProperty("Conversation.Enabled"); FindProperty("Conversation.Trigger.Mode"); FindProperty("Conversation.Trigger.PlayerTag"); FindProperty("Conversation.Trigger.Distance"); FindProperty("Conversation.UseAutoExit"); FindProperty("Conversation.ExitDelay"); FindProperty("Conversation.ExitDistance"); FindProperty("Conversation.OverridePlayerPosition"); FindProperty("Conversation.PlayerTag"); FindProperty("Conversation.PlayerPosition"); FindProperty("Conversation.UseDefaultSkin"); FindProperty("AmbientDialogue.Enabled"); FindProperty("AmbientDialogue.Once"); FindProperty("AmbientDialogue.Time"); FindProperty("AmbientDialogue.Trigger.Mode"); FindProperty("AmbientDialogue.Trigger.PlayerTag"); FindProperty("AmbientDialogue.Trigger.Distance"); FindProperty("AmbientDialogue.Offset"); FindProperty("ExternalEventEnable"); }
public void OnDisapear(DialogueBehaviour b, float time) { LastShown = time; if (OnDialogueFinished != null) { OnDialogueFinished(b); } }
public override void OnInspectorGUI() { if (_titleStyle == null) { _titleStyle = new GUIStyle(EditorStyles.boldLabel); _titleStyle.alignment = TextAnchor.MiddleCenter; } DialogueBehaviour myTarget = (DialogueBehaviour)target; float width = EditorGUIUtility.currentViewWidth; RunemarkGUI.inspectorTitle.Draw("Dialogue Behaviour", "This component compiles the dialogue graph in runtime, also it " + "commincates with the ui and other systems."); serializedObject.Update(); // DIALOGUE GRAPH GUILayout.BeginVertical("box"); EditorGUILayout.Space(); DrawPropertyField("Graph", graphLabel); if (myTarget.Graph == null) { EditorGUILayout.HelpBox("Step 1: Select a dialogue", MessageType.Error); } EditorGUILayout.Space(); GUILayout.EndVertical(); if (myTarget.Graph != null) { EditorGUILayout.Space(); ActorDetails(); ConversationDetails(); AmbientDetails(); ExternalEvents(); } serializedObject.ApplyModifiedProperties(); }