public override void Update() { //If you can go back, check for input if (DBubble.CurParagraphIndex > 0) { //Go back if (Input.GetKeyDown(DialogueBubble.PreviousParagraphButton) == true) { OnEnd(); HasStarted = false; //Add scroll routine for going down to this offset DBubble.AddMessageRoutine(new ScrollRoutine(DBubble, DBubble.TextYOffset)); //Add an input routine DBubble.AddMessageRoutine(new InputRoutine(DBubble, PreviousButton, ProgressButton)); //Add scroll routine for going up DBubble.AddMessageRoutine(new ScrollRoutine(DBubble, DBubble.TextYOffset + DBubble.YMoveAmount)); return; } } if (Input.GetKeyDown(ProgressButton) == true) { Complete = true; } }
public override void OnStart() { if (DBubble.TextYOffset < OffsetToScroll) { DBubble.CurParagraphIndex--; //When going back a paragraph, adjust all the previous text to be grey and lose some effects, such as shake and wave for (int i = 0; i < DBubble.DBubbleData.TextData.Count; i++) { BubbleTextData bData = DBubble.DBubbleData.TextData[i]; if (bData.ParagraphIndex == DBubble.CurParagraphIndex) { bData.TextColor = Color.Gray; bData.Shake = false; bData.Wave = false; } } } else if (DBubble.TextYOffset > OffsetToScroll) { DBubble.CurParagraphIndex++; } DBubble.SpeakerEndTalk(); }
public override void OnStart() { ElapsedTime = 0d; DBubble.SpeakerEndTalk(); }
public override void OnStart() { DBubble.ProgressTextStar.Disabled = false; DBubble.ProgressTextStar.Reset(); DBubble.SpeakerEndTalk(); }