public void UpdateOptions(string[] text, List <HookControl.IntFunc> callbacks = null, Dictionary <string, string> showEffects = null, Dictionary <string, string> hideEffects = null) { BubbleSystemData data = bsData[BubbleSystem.Tutor.TutorEnum.User.ToString()]; data.Clear(); data.balloonData.text = text.ToList(); BubbleSystem.Emotion emotion = new BubbleSystem.Emotion(); emotion.Set(BubbleSystem.Emotion.EmotionEnum.Neutral); data.tutor.Set(BubbleSystem.Tutor.TutorEnum.User); data.emotions.Add(emotion, 1.0f); data.balloonData.options = true; if (callbacks != null) { data.balloonData.callbacks = callbacks; } if (showEffects != null) { data.balloonData.effects.showEffects = getEffectsDictionary(showEffects); } if (hideEffects != null) { data.balloonData.effects.hideEffects = getEffectsDictionary(hideEffects); } bubbleSystem.UpdateScene(data); }
public void HideBalloon(Tutor tutor) { BubbleSystemData data = bsData[tutor.Name]; data.balloonData.show = false; bubbleSystem.UpdateScene(data); }
/********************************************************************************************************** * BUBBLE SYSTEM **********************************************************************************************************/ public void UpdateBackground(Tutor tutor, Reason.ReasonEnum reason) { BubbleSystemData data = new BubbleSystemData(); data.Clear(); BubbleSystem.Emotion emotion = new BubbleSystem.Emotion(); emotion.Set(tutor.Emotion.Name.ToString()); data.tutor.Set(tutor.Name); data.emotions.Add(emotion, tutor.Emotion.Intensity); data.backgroundData.reason.Set(reason); bubbleSystem.UpdateScene(data); }
public void HideBalloon(string tutor) { object parsedTutor; if (!EnumUtils.TryParse(typeof(BubbleSystem.Tutor.TutorEnum), tutor, out parsedTutor)) { return; } BubbleSystem.Tutor.TutorEnum tutorEnum = (BubbleSystem.Tutor.TutorEnum)parsedTutor; BubbleSystemData data = bsData[tutorEnum.ToString()]; data.balloonData.show = false; bubbleSystem.UpdateScene(data); }
/********************************************************************************************************** * COMMANDS **********************************************************************************************************/ //<< UpdateBackground tutor emotion intensity reason>> private void UpdateBackground(string[] info) { object parsedTutor, parsedReason; if (!EnumUtils.TryParse(typeof(BubbleSystem.Tutor.TutorEnum), info[0], out parsedTutor) || !EnumUtils.TryParse(typeof(Reason.ReasonEnum), info[info.Length - 1], out parsedReason)) { return; } BubbleSystem.Tutor.TutorEnum tutor = (BubbleSystem.Tutor.TutorEnum)parsedTutor; BubbleSystemData data = new BubbleSystemData(); data.Clear(); KeyValuePair <int, Dictionary <BubbleSystem.Emotion, float> > emotions = GetEmotions(info, 1); data.tutor.Set(tutor); data.emotions = emotions.Value; data.backgroundData.reason.Set((Reason.ReasonEnum)parsedReason); bubbleSystem.UpdateScene(data); }
public void Speak(Tutor tutor, string[] text, Dictionary <string, string> showEffects = null, Dictionary <string, string> hideEffects = null) { BubbleSystemData data = bsData[tutor.Name]; data.Clear(); BubbleSystem.Emotion emotion = new BubbleSystem.Emotion(); emotion.Set(tutor.Emotion.Name.ToString()); data.tutor.Set(tutor.Name); data.emotions.Add(emotion, tutor.Emotion.Intensity); data.balloonData.text = text.ToList(); if (showEffects != null) { data.balloonData.effects.showEffects = getEffectsDictionary(showEffects); } if (hideEffects != null) { data.balloonData.effects.hideEffects = getEffectsDictionary(hideEffects); } bubbleSystem.UpdateScene(data); }