public void SelectIn() { StopCoroutine("DialogueLoop"); if (Data[Now][1] != "") { if (Data[Now][2] != "") { Select1.gameObject.SetActive(true); Select1.SetText(Data[Now][2]); } else { Select1.gameObject.SetActive(false); } if (Data[Now][6] != "") { Select2.gameObject.SetActive(true); Select2.SetText(Data[Now][6]); } else { Select2.gameObject.SetActive(false); } } }
// 医生反应循环 private IEnumerator SelectLoop(int selectNumber) { //yield return new WaitForSeconds(WaitTime); Doctor.gameObject.SetActive(true); string[] dias = Data[Now][selectNumber * 4 - 1].Split("_".ToCharArray()); for (int i = 0; i < dias.Length; i++) { Doctor.SetText(dias[i]); yield return(new WaitForSeconds(WaitTime)); while (true) { if (Input.GetKeyUp(KeyCode.DownArrow)) { Debug.Log("出循环医生说话"); break; } yield return(new WaitForFixedUpdate()); } } StartCoroutine("ResponceLoop", selectNumber); yield return(0); }
// 病人对话循环 private IEnumerator DialogueLoop() { string[] dias = Data[Now][1].Split("_".ToCharArray()); for (int i = 0; i < dias.Length; i++) { Patient.SetText(dias[i]); yield return(new WaitForSeconds(WaitTime)); bool watchdog = true; while (watchdog) { if (Input.GetKeyUp(KeyCode.DownArrow)) { Debug.Log("出循环病人说话"); watchdog = false; } yield return(new WaitForFixedUpdate()); } } SelectIn(); yield return(0); }