public void updateState(int index) { var nextStates = currentState.getNextStates(); currentState = nextStates[index]; textComponent.text = currentState.getStateStory(); updateAll(); }
public void nextState() { var nextStates = currentState.getNextStates(); currentState = nextStates[0]; textComponent.text = currentState.getStateStory(); updateAll(); }
public void prevState() { state previousState = currentState.getPrevState(); if (previousState != null) { currentState = currentState.getPrevState(); textComponent.text = currentState.getStateStory(); updateAll(); } }
private void manageState() { var nextState = state.getNextStates(); for (int permit = 0; permit < nextState.Length; permit++) { if (Input.GetKeyDown(KeyCode.Alpha1 + permit)) { state = nextState[permit]; } textComponent.text = state.getStateStory(); } }
// Start is called before the first frame update void Start() { currentState = startingState; textComponent.text = currentState.getStateStory(); //set up the background GameObject backdrop = GameObject.Find("backdrop"); bdB = backdrop.GetComponent <backdropBehaviour>(); //set up the character GameObject character = GameObject.Find("character"); charBehav = character.GetComponent <characterBehaviour>(); //set up the choice buttons //GameObject choiceButtons = GameObject.Find("selectButtons"); //buttonBehav = choiceButtons.GetComponent<selectionHandler>(); updateAll(); }
// Use this for initialization void Start() { state = startingState; textComponent.text = state.getStateStory(); }