private void DoMirror(DialogDescriptor message) { if (message.speakerPosition == SpeakerPosition.Left) { thumbnail.transform.localScale = new Vector3(-1F, 1F, 1F); } }
public void Show (DialogDescriptor message,Texture2D texture) { SetTexture (texture); speakerName.Text = message.character.ToString (); panel.BringIn (); DoMirror (message); }
public void Show(DialogDescriptor message, Texture2D texture) { SetTexture(texture); speakerName.Text = message.character.ToString(); panel.BringIn(); DoMirror(message); }
public void Show(DialogDescriptor message, Action onClosed) { ResetThumbnails(); ShowThumbnail(message); OnAccepted = onClosed; closeButton.AddInputDelegate(Close); base.Show(message); }
private void ShowThumbnail (DialogDescriptor message) { foreach ( DialogThumbnail thumbnail in speakersThumbnails) { if(thumbnail.speakerPostion == message.speakerPosition) thumbnail.Show(message,GetTexture(message.character)); } }
public void Show ( DialogDescriptor message , Action onClosed) { ResetThumbnails (); ShowThumbnail (message); OnAccepted = onClosed; closeButton.AddInputDelegate( Close ); base.Show(message); }
private void ShowThumbnail(DialogDescriptor message) { foreach (DialogThumbnail thumbnail in speakersThumbnails) { if (thumbnail.speakerPostion == message.speakerPosition) { thumbnail.Show(message, GetTexture(message.character)); } } }
public void forHuman (StepStat nowStep) { panel_helper_dialog UI = gameEngine.Instance.getUIdialog (); RichChar person = gameEngine.Instance.CurrentPlayer (); Property location = nowStep.property; if (nowStep.dialog_for_bank) { Debug.Log ("talk to the bank"); UI.setBankServiceFlow (new BankDialogDescriptor (person), gameEngine.Instance.next_turn); } else if (nowStep.dialog_related_to_land) { if (nowStep.is_others_land_only ()) { gameEngine.Instance.next_turn (); } else if (nowStep.qualified_to_rent ()) { nowStep.cost = location.getRental (); DialogDescriptor descriptor = new DialogDescriptor (DialogDescriptor.lvType.PAYRENT, nowStep.cost); UI.setMoneyLogicFlow (descriptor, person, gameEngine.Instance.next_turn); } else if (nowStep.can_invest ()) { nowStep.cost = location.getInvestmentCost (); //Debug.Log ("ask:" + formated); DialogDescriptor descriptor = new DialogDescriptor (DialogDescriptor.lvType.UPGRADE, nowStep.cost); UI.setMoneyLogicFlow (descriptor, person, gameEngine.Instance.next_turn); } else if (nowStep.from_unclaim_to_buy_action ()) { nowStep.cost = location.getInvestmentCost (); //Debug.Log ("ask:" + formated); DialogDescriptor descriptor = new DialogDescriptor (DialogDescriptor.lvType.BUYLAND, nowStep.cost); UI.setMoneyLogicFlow (descriptor, person, gameEngine.Instance.next_turn); } else { Debug.Log ("nothing is happening.. this maybe a bug.. please check nowStep action flow with the considering logic. "); gameEngine.Instance.next_turn (); } } else { Debug.Log ("there is nothing to for the human RichChar.. next turn"); gameEngine.Instance.next_turn (); } gameEngine.Instance.getPlayPanel ().closeWaiting (); }
private void DoMirror (DialogDescriptor message) { if(message.speakerPosition == SpeakerPosition.Left) thumbnail.transform.localScale = new Vector3 (-1F,1F,1F); }
public void setMoneyLogicFlow (DialogDescriptor descriptor, RichChar about_him, Action exit) { activate_forward (); this.setActiveGirl (2); focus_player = about_him; mComplete = exit; descriptor.setPanelLookFeel (DIALOG, "Highlight2", dialog_colors [3]); talk = descriptor.type; this.DDescr = descriptor; playforward (); }