private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == GJ_GameSetup.Tags.PLAYER) { GJ_EventManager.TriggerEvent(GJ_EventSetup.Game.DEAD); } }
/// <summary> /// Get the language from index (a dropdown example) and translate every text /// </summary> /// <param name="language"></param> public void ChangeLanguageFromIndex(int language) { m_currentLanguage = ActiveLanguages[language]; m_currentLanguageIndex = language; PlayerPrefs.SetInt(GJ_GameSetup.PlayerPrefs.LAST_LANGUAGE, m_currentLanguageIndex); GJ_EventManager.TriggerEvent(GJ_EventSetup.Localization.TRANSLATE_TEXTS); }
/// <summary> /// Method for changing the language. Calling this method will launch translate event so every text shows correctly /// </summary> /// <param name="language"></param> public void ChangeLanguage(SystemLanguage language) { m_currentLanguage = language; m_currentLanguageIndex = m_activelanguages.IndexOf(m_currentLanguage); PlayerPrefs.SetInt(GJ_GameSetup.PlayerPrefs.LAST_LANGUAGE, m_currentLanguageIndex); GJ_EventManager.TriggerEvent(GJ_EventSetup.Localization.TRANSLATE_TEXTS); }
public override void OnEnter() { if (!showAlways && executionCount >= showCount) { Continue(); return; } executionCount++; // Override the active say dialog if needed if (character != null && character.SetSayDialog != null) { SayDialog.ActiveSayDialog = character.SetSayDialog; } if (setSayDialog != null) { SayDialog.ActiveSayDialog = setSayDialog; } var sayDialog = SayDialog.GetSayDialog(); if (sayDialog == null) { Continue(); return; } var flowchart = GetFlowchart(); sayDialog.SetActive(true); sayDialog.SetCharacter(character); sayDialog.SetCharacterImage(portrait); string displayText = storyText; var activeCustomTags = CustomTag.activeCustomTags; for (int i = 0; i < activeCustomTags.Count; i++) { var ct = activeCustomTags[i]; displayText = displayText.Replace(ct.TagStartSymbol, ct.ReplaceTagStartWith); if (ct.TagEndSymbol != "" && ct.ReplaceTagEndWith != "") { displayText = displayText.Replace(ct.TagEndSymbol, ct.ReplaceTagEndWith); } } string subbedText = flowchart.SubstituteVariables(displayText); sayDialog.Say(subbedText, !extendPrevious, waitForClick, fadeWhenDone, stopVoiceover, waitForVO, voiceOverClip, delegate { GJ_EventManager.TriggerEvent(GJ_EventSetup.Game.CAN_MOVE); Continue(); }); }
/// <summary> /// Coroutine called for loading the next scene /// </summary> /// <param name="_index"></param> /// <param name="_delayAfterLoading"></param> /// <param name="_eventName"></param> /// <returns></returns> IEnumerator LoadingScreen(int _index, float _delayAfterLoading = 1f, string _eventName = "") { m_loadingScreenGroup.SetActive(true); m_loadingText.text = GJ_TextManager.GetText(GJ_TextSetup.LoadingScreen.LOADING_TEXT); AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(_index); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return(null); } yield return(new WaitForSeconds(_delayAfterLoading)); m_loadingScreenGroup.SetActive(false); if (_eventName != "") { GJ_EventManager.TriggerEvent(_eventName); } }
/// <summary> /// Start a new Game from button /// </summary> public void NewGame() { GJ_EventManager.TriggerEvent(GJ_EventSetup.SaveData.NEW_GAME); GJ_SceneLoader.LoadScene(GJ_SceneSetup.SCENES.MANU_TEST, 1f, GJ_EventSetup.Menu.GO_TO_GAME); FungusManager.Instance.MusicManager.StopMusic(); }