protected void ShowDialogueFragment(Dialogue_Fragment dialogueFrag, List <Branch> dialogueOptions)
    {
        StaticStuff.FlowDebug("going to set up a dialogue fragment with speaker: " + dialogueFrag.Speaker + " with text: " + dialogueFrag.Text);
        StaticStuff.FlowDebug("this dialogue fragment has: " + dialogueOptions.Count + " options");

        DialogueUI.gameObject.SetActive(true);
        SetSpeakerImage(dialogueFrag.Speaker);
        SpeakerText.text = dialogueFrag.Text;

        foreach (GameObject go in DialogueOptions)
        {
            go.SetActive(false);
        }
        for (int i = 0; i < dialogueOptions.Count; i++)
        {
            DialogueOptions[i].SetActive(true);
            Dialogue_Fragment df = dialogueOptions[i].Target as Dialogue_Fragment;
            if (df != null)
            {
                DialogueOptions[i].GetComponentInChildren <Text>().text = df.MenuText;
            }
            else
            {
                string buttonText = dialogueFrag.Template.Dialogue_Fragment_Default_Button_Text.Default_Button_Text;
                StaticStuff.FlowDebug("ok we are not going to a dialogue fragment, so get the button text by the template: " + buttonText);
                if (buttonText.Equals("") == false)
                {
                    DialogueOptions[i].GetComponentInChildren <Text>().text = buttonText;
                }
                else
                {
                    string val = ArticyDatabase.DefaultGlobalVariables.GetVariableByString <string>("Misc_Globals.defaultDialogueFragmentButtonText");
                    DialogueOptions[i].GetComponentInChildren <Text>().text = val;
                }
            }
        }

        PlayerObject.ToggleMovementBlocked(true);
    }
Exemplo n.º 2
0
    // iFlowObject vs Branch
    //  Branch.Target is an iFlowObjects

    protected override void DoOnBranchesUpdated(IList <Branch> aBranches)
    {
        //Debug.Log("**********DoOnBranchesUpdated()");
        //Debug.Log("Num branches: " + aBranches.Count);
        StaticStuff.FlowDebug("**********DoOnBranchesUpdated()");
        StaticStuff.FlowDebug("Num branches: " + aBranches.Count);

        List <Branch> validBranches = new List <Branch>();

        CurBranches.Clear();
        string s = "";

        foreach (Branch b in aBranches)
        {
            base.PrintBranchInfo(b, "branch loop");
            Dialogue_Fragment d = b.Target as Dialogue_Fragment;
            if (d != null)
            {
                s += "Branch " + b.BranchId + ": ";
                s += d.InputPins[0].Text.RawScript + "\n";
            }
            //if (s != "") DebugText.text = s;
            CurBranches.Add(b);
            if (b.IsValid == true)
            {
                validBranches.Add(b);
            }
        }

        if (aBranches.Count == 1 && aBranches[0].IsValid && aBranches[0].Target.GetType().Equals(typeof(Hub)))
        {
            StaticStuff.FlowDebug("only one valid branch and it's a hub called: " + aBranches[0].DefaultDescription + " so Play() it");
            NextBranch = aBranches[0];
            base.PrintBranchInfo(NextBranch, "move to hub");
            //inventorySystem.RemoveItem(heldItem);
            //inventorySystem.RemoveItem(thisRepresentedItem);
        }
        else
        {
            if (validBranches.Count == 1 && CurPauseObject.GetType().Equals(typeof(Hub)))
            {
                s  = "1 valid branch on a hub pause object...check what it is: ";
                s += base.ReturnBranchInfo(validBranches[0], "checking 1 branch on hub");
                StaticStuff.FlowDebug(s);
                if (validBranches[0].Target.GetType().Equals(typeof(OutputPin)))
                {
                    StaticStuff.FlowDebug("only valid output is an OutputPin...which means that we're not linked to any other flow fragments so just sit tight and wait for something" +
                                          "like the player colliding with an NPC or something else to trigger the next StartOn");
                }
                else
                {
                    StaticStuff.FlowDebug("only valid output is something else that an OutputPin...so ROCK IT via Play(NextBranch)");
                    NextBranch = validBranches[0];
                }
            }
            else
            {
                StaticStuff.FlowDebug("--------------------------NOT in a situation where we have 1 valid Hub branch, so find out what to do.");
                if (CurPauseObject.GetType().Equals(typeof(Dialogue_Fragment)))
                {
                    StaticStuff.FlowDebug("We're on a dialogue fragment, so set up the dialogue via the CaptainsChairSceneRoot");
                    base.ShowDialogueFragment(CurPauseObject as Dialogue_Fragment, validBranches);
                }
                else
                {
                    StaticStuff.FlowDebug("on something other than a dialogue fragment, so find out what to do");
                    if (validBranches.Count == 1 && CurPauseObject.GetType().Equals(typeof(Jump)) && validBranches[0].Target.GetType().Equals(typeof(MiniGameFragment)))
                    {
                        StaticStuff.FlowDebug("we have 1 valid branch that's a Jump to a MiniGame so go to that mini game");
                        base.GoToMiniGame(validBranches[0]);
                    }
                    else
                    {
                        StaticStuff.FlowDebugWarning("not a 1 valid brach that's a Jump to a MiniGame so figure out what to do");
                    }
                }
            }
        }
        StaticStuff.FlowDebug("************************************************************DoOnBranchesUpdated() END");
    }