Exemplo n.º 1
0
        private void ReloadStrings()
        {
            if (stringsLoader == null)
            {
                stringsLoader = new StringsLoader();
            }

            // Using keyboard so load the keyboard strings
            if (activeInputListenerType == typeof(KeyboardInputListener))
            {
                stringsLoader.Load("Global/tutorialMessagesKeyboard.xml");
            }
            else
            {
                stringsLoader.Load("Global/tutorialMessagesXbone.xml");
            }
        }
        /// <summary>
        /// Loads in a string resource from XML as a set of strings
        /// </summary>
        /// <param name="resource">String Resource name (name in the path after the language code)</param>
        public void LoadText(string resource)
        {
            Destroy(textWriterObject);

            StringsLoader loader = new StringsLoader();

            loader.Load(resource);

            if (loader.Value != null)
            {
                // This probably isn't very efficient
                texts = new Stack <string>(loader.Value.Values.Reverse().ToList());
            }
        }
Exemplo n.º 3
0
        public void ShowDialog(string xml)
        {
            var existing = FindObjectOfType <TextWriterComponent>();

            if (!UnityUtils.Exists(existing))
            {
                var textWriterQueuePrefab = GetRequiredResource <GameObject>("Prefabs/UI/TextWriterQueue");

                var stringLoader = new StringsLoader();
                stringLoader.Load(xml);

                var textWriterQueueInstance = Instantiate(textWriterQueuePrefab, FindOrCreateCanvas().transform);
                var textQueueComp           = GetRequiredComponent <TextWriterQueueComponent>(textWriterQueueInstance);
                textQueueComp.InitQueue(new Queue <string>(stringLoader.Value.Values));
            }
        }
        public override void ComponentAwake()
        {
            timer          = GetRequiredComponent <IntervalTimerComponent>();
            timer.IsActive = false;
            fadeAnimator   = GetRequiredComponent <Animator>(fadeObject);

            antagonistAnimator  = GetRequiredComponent <Animator>(antagonistActor);
            protagonistAnimator = GetRequiredComponent <Animator>(protagonistActor);
            femaleAnimator      = GetRequiredComponent <Animator>(femaleActor);

            antagSkeleton  = GetRequiredComponent <SkeletonMecanim>(antagonistActor);
            antagRigidBody = GetRequiredComponent <Rigidbody2D>(antagonistActor);

            // Localize and prepare the dynamic menu
            // Load the dialog menu strings
            stringLoader.Load("Intro/intro_05_protagOptions.xml");

            dynamicMenuComponent = GetRequiredComponent <DynamicMenuComponent>(dynamicMenuObject);
            dynamicMenuObject.SetActive(false);

            var allMenuItems = new DynamicMenuComponent.MenuItem[] {
                new DynamicMenuComponent.MenuItem()
                {
                    Text = stringLoader.Value["protag_scared"], OnItemSelected = new UnityEvent()
                },
                new DynamicMenuComponent.MenuItem()
                {
                    Text = stringLoader.Value["protag_smart"], OnItemSelected = new UnityEvent()
                },
                new DynamicMenuComponent.MenuItem()
                {
                    Text = stringLoader.Value["protag_brave"], OnItemSelected = new UnityEvent()
                },
                new DynamicMenuComponent.MenuItem()
                {
                    Text = stringLoader.Value["protag_silent"], OnItemSelected = new UnityEvent()
                }
            };

            allMenuItems[0].OnItemSelected.AddListener(() => ChooseOption(0));
            allMenuItems[1].OnItemSelected.AddListener(() => ChooseOption(1));
            allMenuItems[2].OnItemSelected.AddListener(() => ChooseOption(2));
            allMenuItems[3].OnItemSelected.AddListener(() => ChooseOption(3));

            dynamicMenuComponent.InitializeMenu(allMenuItems);

            femaleBrainParticleSystem = GetRequiredComponent <ParticleSystem>(GetRequiredChild("BrainChunkEmitter", femaleActor));
            protagBrainParticleSystem = GetRequiredComponent <ParticleSystem>(GetRequiredChild("BrainChunkEmitter", protagonistActor));


            base.ComponentAwake();
        }