public void ProgressConversation() { if (!textTyper.IsTyping && convoPacket.lineNum <= convoPacket.line.Count - 1) { if (convoPacket.lineNum == 0) { ConversationBox.SetActive(true); } endTextBox.SetActive(false); textTyper.TypeText(convoPacket.line[convoPacket.lineNum].speech, 0.02f); talkerName.text = convoPacket.line[convoPacket.lineNum].talker; convoPacket.lineNum++; } else { if (textTyper.IsTyping) { textTyper.Skip(); } else if (convoPacket.lineNum > convoPacket.line.Count - 1) { conversationText.text = string.Empty; talkerName.text = string.Empty; ConversationBox.SetActive(false); endTextBox.SetActive(false); FinishedConversation(); } } }
void SkipText() { if (dialogTyper && dialogTyper.IsSkippable()) { dialogTyper.Skip(); } }
public IEnumerator ShowText() { while (_story.canContinue) { string str = _story.Continue(); this.printCompleted = false; typer.TypeText(str, 0.04f); // typing ends when player tries to skip it, or if the print was completed naturally yield return(new WaitForEndOfFrame()); yield return(new WaitUntil(() => this.dialogKeyPressed || this.printCompleted)); this.dialogKeyPressed = false; typer.Skip(); // end this line after player confirmation yield return(new WaitForEndOfFrame()); yield return(new WaitUntil(() => this.dialogKeyPressed)); this.dialogKeyPressed = false; } }
public void Skip() { if (currentText != null && currentText.skippable) { typer.Skip(); } }
private void HandlePrintNextClicked() { if (testTextTyper.IsSkippable() && testTextTyper.IsTyping) { testTextTyper.Skip(); } else { //ShowScript(); GameManager.Instance.StartTutorialRound(); } }
IEnumerator Text() { container.SetActive(true); if (animator) { animator.SetBool("active", true); } while (_story.canContinue) { string str = _story.Continue(); this.printCompleted = false; // start typing typer.TypeText(str, 0.02f); if (animator) { animator.SetBool("idle", false); } // typing ends when player tries to skip it, or if the print was completed naturally yield return(new WaitForEndOfFrame()); yield return(new WaitUntil(() => this.dialogKeyPressed || this.printCompleted)); this.dialogKeyPressed = false; typer.Skip(); if (animator) { animator.SetBool("idle", true); } // end this line after player confirmation yield return(new WaitForEndOfFrame()); yield return(new WaitUntil(() => this.dialogKeyPressed)); this.dialogKeyPressed = false; } if (animator) { animator.SetBool("active", false); } container.SetActive(false); savedJson = _story.state.ToJson(); this.printCompleted = false; this.currDialog = null; Toggle(false); }
/// <summary> /// Grab entity dialogue and display it to the UI canvas as dialogue. /// </summary> /// <param name="entity">The activating entity.</param> public void Talk(Entity entity) { if (entity.currentChain.dialogueOptions != null && !choosing) { // Check if the dialogue is currently typing. If it is, skip the typing. If not, get new dialogue. if (!content.IsTyping) { // If the current chain is empty, get the next chain if (entity.currentChain.dialogueOptions.Count.Equals(0)) { entity.currentChain = GetDialogueChain(entity); } // Display dialogue on screen DisplayDialogue(GetDialogueValuesFromChain(entity)); } else { // Skip typing of dialogue and display the whole thing content.Skip(); } } }
public void Finish() { _typer.Skip(); }
public void SkipTextTyping(string stringe) { textTyper.Skip(); // Debug.Log(stringe); }
public void SkipCurrent() { m_textController?.Skip(); m_textControllerUGUI?.SkipTypeText(); }