void EnableImage() { TalkBalloonImage.GetComponent <TalkBalloon> ().load(); TalkBalloonImage2.GetComponent <TalkBalloon> ().load(); SetEnableTalkList(); if (TalkBalloonImage.GetComponent <TalkBalloon> ().EnableTalkList.Count > 0) { bool isKnown; do { RandomNumber = UnityEngine.Random.Range(0, TalkBalloonImage.GetComponent <TalkBalloon> ().EnableTalkList.Count); isKnown = TalkBalloonImage.GetComponent <TalkBalloon> ().alreadyShow(RandomNumber) && RandomNumber < PrevTalkNum(); } while (isKnown); saveNumber = TalkBalloonImage.GetComponent <TalkBalloon> ().EnableTalkList [RandomNumber]; } else { saveNumber = 0; } /////change emotion!_ except Ammonite & crocodile/// colOfSeatImage = GetEmotionNumber(saveNumber); //get column of SeatImage rowOfSeatImage = posNumber; if (!(ThisObject.GetComponent <VisitFriend> ().FriendNameVisit == "crocodileVisit") && !(ThisObject.GetComponent <VisitFriend> ().FriendNameVisit == "ammoniteVisit")) { RectTransform rt = seat_image [rowOfSeatImage].Image [colOfSeatImage].GetComponent <RectTransform> (); FriendImage.GetComponent <RectTransform> ().sizeDelta = new Vector2(rt.rect.width, rt.rect.height); FriendImage.sprite = seat_image [rowOfSeatImage].Image [colOfSeatImage].sprite; } //////////////////////////////////////////////////// FriendImage.GetComponent <Image>().enabled = true; if (IsAlreadyShow(saveNumber)) { TalkBalloonImage.SetActive(true); TalkBalloonImage.GetComponent <TalkBalloon> ().SaveTalkNumber = saveNumber; TalkBalloonImage.GetComponent <TalkBalloon> ().save(); } else { TalkBalloonImage2.SetActive(true); TalkBalloonImage2.GetComponent <TalkBalloon> ().SaveTalkNumber = saveNumber; TalkBalloonImage2.GetComponent <TalkBalloon> ().save(); } FriendList.VisitorNum++; VisitNumber++; VisitItem [n].GetComponent <Item> ().save(); VisitCounter.text = VisitNumber.ToString(); }
void SetEnableTalkList() { //clear TalkBalloonImage.GetComponent <TalkBalloon> ().EnableTalkList.Clear(); TalkBalloonImage2.GetComponent <TalkBalloon> ().EnableTalkList.Clear(); int friendly = HowFriendly(); // i = index // insert EnableTalkList for (int i = 0; i < TalkBalloonImage.GetComponent <TalkBalloon> ().howFriendly.Length; i++) { if (TalkBalloonImage.GetComponent <TalkBalloon> ().howFriendly [i] <= friendly) { TalkBalloonImage.GetComponent <TalkBalloon> ().EnableTalkList.Add(i); TalkBalloonImage2.GetComponent <TalkBalloon> ().EnableTalkList.Add(i); } } }