// Use this for initialization void Start() { agents = new List <NEEDSIMNode> (); agent1 = null; agent2 = null; state = State.NoConversation; worldEngine = new WorldEngine(); worldEngine.loadWorldFile(); dialogueGenerator = new DialogueGenerator(worldEngine); cParams = new ConversationalParamaters(ConversationalParamaters.conversationType.helloOnly, "<agent1>", "<agent2>"); cParams.greetingMode = ConversationalParamaters.GreetingMode.fourTurn; cParams.farewellMode = ConversationalParamaters.FarewellMode.simple; cParams.conversationLocation = worldEngine.world.findByProperNoun("Germany"); QUDitem q = new QUDitem(QUDitem.ExchangeTypeEnum.where); q.subject = worldEngine.world.findByProperNoun("Westerberg Campus"); cParams.addQUDitem(q); }
// Use this for initialization void Start() { DialogueList = FindObjectOfType<DialogueDataBase>(); DialogueTemp = GameObject.FindGameObjectWithTag("Item Database").GetComponent<DialogueGenerator>(); QuestGenerate = GameObject.FindGameObjectWithTag("Item Database").GetComponent<QuestManager>(); Talk = FindObjectOfType<TextTyper>(); //find The chatBubble // need to create one if it doesnt exit /* int t = 0; foreach (Text child in TextContainer.transform) { Debug.Log(child); ChatLine2[t] = child; t++; }*/ //ChatLine = GameObject.FindGameObjectsWithTag("ChatText"); //LineLength = ChatLine[0].GetComponent<Text>().text.Length; //ItemList = GameObject.FindGameObjectWithTag ("Item Database").GetComponent<ItemDatabase> (); //disableChatBubble(); TestString = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"; }
// Use this for initialization void Start() { DialogueList = FindObjectOfType <DialogueDataBase>(); DialogueTemp = GameObject.FindGameObjectWithTag("Item Database").GetComponent <DialogueGenerator>(); QuestGenerate = GameObject.FindGameObjectWithTag("Item Database").GetComponent <QuestManager>(); Talk = FindObjectOfType <TextTyper>(); //find The chatBubble // need to create one if it doesnt exit /* * int t = 0; * foreach (Text child in TextContainer.transform) * { * Debug.Log(child); * ChatLine2[t] = child; * t++; * }*/ //ChatLine = GameObject.FindGameObjectsWithTag("ChatText"); //LineLength = ChatLine[0].GetComponent<Text>().text.Length; //ItemList = GameObject.FindGameObjectWithTag ("Item Database").GetComponent<ItemDatabase> (); //disableChatBubble(); TestString = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"; }
public override void OnInspectorGUI() { DrawDefaultInspector(); GUILayout.Space(15); DialogueGenerator e = (DialogueGenerator)target; if (GUILayout.Button("Generate Dialogue XML")) { e.Generate(); } }
private void loadWorld() { //worldManager.load();//loads default world worldNameLabel.Text = worldManager.world.worldName; dialogueGenerator = new DialogueGenerator(worldManager); worldManager.loadWorldFile(); //now that a world is loaded we can enable the groupbox outputGroupBox.Enabled = true; //disable till a convo has been started EndConvoButton.Enabled = false; }
// Use this for initialization void Start() { DialogueList = FindObjectOfType <DialogueDataBase>(); DialogueTemp = GameObject.FindGameObjectWithTag("Item Database").GetComponent <DialogueGenerator>(); QuestGenerate = GameObject.FindGameObjectWithTag("Item Database").GetComponent <QuestManager>(); inventory = FindObjectOfType <Inventory>(); Talk = FindObjectOfType <TextTyper>(); TestString = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" + "AAAAAAAAAAAAAAAAAAbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb" + "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"; }
void OnTriggerEnter2D(Collider2D otherCollider) { if (otherCollider.gameObject.tag == "Player") { // node = otherCollider.gameObject.GetComponent<NodeRule>(); GameObject go = GameObject.FindGameObjectWithTag("Player"); go.GetComponent <PlayerScript>().food++; GameObject.FindGameObjectWithTag("Main").GetComponent <DialogueManager>().StartDialogue(DialogueGenerator.GeneratePositive(), gameObject); //Do dialogue "Thanks, your smile makes mer feel real."; } }
// Update is called once per frame void Update() { if (main.GetComponent <DialogueManager>().IsInDialogue()) { return; } if (Input.GetKeyDown(KeyCode.Space)) { if (this.activeObject != null) { activeObject.GetComponent <AITest>().BroadcastMessage("Pause"); GameObject.FindGameObjectWithTag("Main").GetComponent <DialogueManager>().StartDialogue(DialogueGenerator.GeneratePositive(), activeObject); } } float x = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime; float y = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime; GetComponent <CharacterController>().Move(new Vector3(x, y, 0)); }