예제 #1
0
    public static void PlayTooltipAnimation(Tooltip key, bool isSelfClosing)
    {
        //Shows crosshair, and after a given delay shows tooltip

        singletonInstance.ShowCrosshair(key, isSelfClosing);
        singletonInstance.StartCoroutine(singletonInstance.ShowToolTip(key, isSelfClosing));
    }
예제 #2
0
 /// <summary>
 /// Función que cierra una escena aditiva de tienda
 /// </summary>
 /// <returns></returns>
 public static bool unloadToolTip()
 {
     if (bOpenTool)
     {
         _instance.StartCoroutine(_instance.unloadToolTip_Corrutine());
         bOpenTool = false;
     }
     return(bOpenTool);
 }
예제 #3
0
    public IEnumerator SetupDialogue(TooltipId[] dialogue)
    {
        if (_waitType == WaitType.InGamePause)
        {
            _playerControl.WaitForTooltip(true);
        }
        if (_waitType == WaitType.VillageSpeech)
        {
            _playerControl.WaitForVillageSpeech();
        }
        _bFirstDialogue = true;
        _bLastDialogue  = false;
        int numItems = dialogue.Length;

        foreach (TooltipId speech in dialogue)
        {
            numItems--;
            if (numItems == 0)
            {
                _bLastDialogue = true;
            }
            if (_bFirstDialogue)
            {
                _tooltipControl.RestoreOriginalScale();
                yield return(_tooltipControl.StartCoroutine("OpenTooltip"));
            }
            yield return(StartCoroutine("ShowTooltip", speech));

            _bFirstDialogue = false;
        }
        if (_waitType == WaitType.InGamePause)
        {
            _playerControl.WaitForTooltip(false);
            _playerControl.TooltipResume();
        }
        else if (_waitType == WaitType.VillageSpeech)
        {
            _playerControl.WaitForVillageSpeech();  // TODO only need to clear the input
        }
        _tooltipControl.StartCoroutine("CloseTooltip");
        EventListener.TooltipActioned();
    }