public void ActText() { UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> (); UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> (); UITextTypeWriter x = xAct.GetComponent <UITextTypeWriter> (); GameObject act = GameObject.Find("ActMove"); Item IScript = ItemI.GetComponent <Item> (); Act Script = act.GetComponent <Act> (); Animator TxtAnim = TextBox.GetComponent <Animator> (); BattleFight BF = AtkDamage.GetComponent <BattleFight> (); if (Script.OnActMenuNmb == 0) { if (NameFinished) { xAct.enabled = true; x.ChangeText("*", 0f); Des.ChangeText(Des.text, 0f); Desc.enabled = true; NameFinished = false; } } }
public void ActMove() { GameObject act = GameObject.Find("ActMove"); Act Script = act.GetComponent <Act> (); UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> (); UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> (); UITextTypeWriterDance DanceType = Script.Dance_Text.GetComponent <UITextTypeWriterDance> (); UITextTypeWriter x = xAct.GetComponent <UITextTypeWriter> (); Item IScript = ItemI.GetComponent <Item> (); SpriteRenderer SpR = gameObject.GetComponent <SpriteRenderer> (); Animator TxtAnim = TextBox.GetComponent <Animator> (); Attacks Attack = Attacks.GetComponent <Attacks> (); if (Script.OnActMenuNmb == 2) //*Check *Dance { if (Input.GetAxisRaw("Horizontal") == 1) { if (gameObject.transform.position == Script.ActPos1.transform.position) { if (IScript.NOfClicks > 1) { //if (KeyPressed == false) { gameObject.transform.position = Script.ActPos3.transform.position; //} } } } if (Input.GetAxisRaw("Horizontal") == -1) { if (gameObject.transform.position == Script.ActPos3.transform.position) { if (IScript.NOfClicks > 1) { gameObject.transform.position = Script.ActPos1.transform.position; } } } } if (Input.GetAxisRaw("Cancel") == 1) { if (Script.OnActMenuNmb == 1) //Name of enemy { if (IScript.NOfClicks > 1) { gameObject.transform.position = Act1.transform.position; Act1.interactable = true; Script.OnActMenuNmb = 0; Act1.enabled = true; Act1.Select(); MainMenuTxt Main = GetComponent <MainMenuTxt> (); Main.MainMenTxt(); } } if (Script.OnActMenuNmb == 2) //*Check and *Dance { Script.OnActMenuNmb = 1; Script.ActText1.enabled = true; //Name of enemy Script.Check.enabled = false; //Check IScript.NOfClicks = 1; SelectFX.Play(); Script.XCheck.enabled = false; //* in *Check Script.Dance.enabled = false; //Dance Script.XDance.enabled = false; //* in *Dance } } if (Input.GetAxisRaw("Cancel") == 0) { if (Script.OnActMenuNmb != 0) { } } if (Input.GetAxisRaw("Submit") == 1) { if (IScript.NOfClicks > 1) { Attack.CancelSpawn = false; if (Script.OnActMenuNmb == 1) //Name Of Enemy { gameObject.transform.position = Script.ActPos1.transform.position; Script.Check.enabled = true; //In Act GameObject//Check Script.XCheck.enabled = true; //* in *Check Script.Dance.enabled = true; //Dance Script.XDance.enabled = true; //* in *Dance Script.ActText1.enabled = false; //Name of enemy IScript.NOfClicks = 1; SelectFX.Play(); Script.OnActMenuNmb = 2; } } if (Script.OnActMenuNmb == 2) //*Check *Dance { if (gameObject.transform.position == Script.ActPos1.transform.position) //In *Check { if (IScript.NOfClicks > 1) { //gameObject.SetActive (false);(Breaks other things) Script.Check.enabled = false; Act1.enabled = true; Act1.enabled = false; //So the Act button stays uninteractable AND orange Name.enabled = true; //Name part of Check Nam.ChangeText(Nam.text, 0f); Script.OnActMenuNmb = 0; SpR.enabled = false; //Sprite Render of heart ReadingAct = true; Script.Dance.enabled = false; //Dance Script.XDance.enabled = false; //* in *Dance Script.XCheck.enabled = false; IScript.NOfClicks = 1; } } if (gameObject.transform.position == Script.ActPos3.transform.position) //In Dance { SpR.enabled = false; //Sprite Render of heart ReadingDance = true; Script.OnActMenuNmb = 0; Script.Check.enabled = false; Script.Check.enabled = false; //In Act GameObject//Check Script.XCheck.enabled = false; //* in *Check Script.Dance.enabled = false; //Dance Script.XDance.enabled = false; //* in *Dance Script.Dance_Text.enabled = true; //Dance Text Script.XDance_Text.enabled = true; //* In Dance Text DanceType.ChangeText(DanceTxt, 0f); IScript.NOfClicks = 1; } } } if (Input.GetAxisRaw("Submit") == 0 && Input.GetAxisRaw("Cancel") == 0) { IScript.NOfClicks = 2; } }
public void ActTxtPress() { UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> (); UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> (); UITextTypeWriter x = xAct.GetComponent <UITextTypeWriter> (); GameObject act = GameObject.Find("ActMove"); Item IScript = ItemI.GetComponent <Item> (); Act Script = act.GetComponent <Act> (); Animator TxtAnim = TextBox.GetComponent <Animator> (); BattleFight BF = AtkDamage.GetComponent <BattleFight> (); //TalkBox TalkBox TalkBox = TextBox.GetComponent <TalkBox>(); if (ReadingAct) { if (DescFinished) { if (Input.GetAxisRaw("Submit") == 1) { Desc.enabled = false; //Desc in check x.enabled = false; //* in Desc(? xAct.enabled = false; //* in Name(? Name.enabled = false; //Name in check DescFinished = false; //If not works forever IScript.NOfClicks = 1; BF.enabled = true; BF.enabled = false; //Because it works with OnEnable. ReadingAct = false; TalkBox.TalkBoxTextString = "Ayy lmao."; } } else { if (Input.GetAxisRaw("Cancel") == 1) { Nam.StopAllCoroutines(); Des.StopAllCoroutines(); Name.text = Nam.text; Desc.enabled = true; xAct.enabled = true; Desc.text = Des.text; DescFinished = true; } } } if (ReadingDance) { if (Dance2Finished) { if (Input.GetAxisRaw("Submit") == 1) { IScript.NOfClicks = 1; Script.Dance_Text.enabled = false; Script.Dance_Text_2.enabled = false; Script.XDance_Text.enabled = false; Script.XDance_Text_2.enabled = false; Script.Suspense.enabled = false; Dance2Finished = false; BF.enabled = true; BF.enabled = false; ReadingDance = false; DanceNmb += 1; } } else { if (Input.GetAxisRaw("Cancel") == 1) { UITextTypeWriterSuspense SusType = Script.Suspense.GetComponent <UITextTypeWriterSuspense> (); UITextTypeWriterDance2 Dance2Type = Script.Dance_Text_2.GetComponent <UITextTypeWriterDance2> (); UITextTypeWriterDance DanceType = Script.Dance_Text.GetComponent <UITextTypeWriterDance> (); DanceType.StopAllCoroutines(); SusType.StopAllCoroutines(); Dance2Type.StopAllCoroutines(); IScript.NOfClicks = 1; Script.Dance_Text.enabled = true; Script.Dance_Text_2.enabled = true; Script.XDance_Text.enabled = true; Script.XDance_Text_2.enabled = true; Script.Suspense.enabled = true; Script.Dance_Text.text = DanceTxt; Script.Dance_Text_2.text = DanceTxt2; Script.Suspense.text = "..."; DanceNmb += 1; Script.XDance_Text.text = "*"; Script.XDance_Text_2.text = "*"; Dance2Finished = true; } } } }