Пример #1
0
 public DialogueLineParsed LoadNextDialogueLine()
 {
     _index++;
     _currentDialogueLineParsed = DialogueParser.GetDialogueLineParsed(_dialogueLines [_index]);
     checkCmd();
     return(_currentDialogueLineParsed);
 }
Пример #2
0
    public void Populate()
    {
        _events.RemoveAll(e => e.getIsEnded()); //remove all events that has ended
        if (_events.Count < 1)                  //check if event is over(empty)
        {
            _dialogueCanvas.gameObject.SetActive(false);
//			displayDialoguePane (false, _currPane);
            GameController.GC.SetIsControlAllowed(true);
            AIController.AIC.SetIsAIMovementAllowed(true);
            return;
        }
        //load & populate GUI
        DialogueLineParsed dlp = _events [0].LoadNextDialogueLine();

//		_normalDialogueGroup.loadPortrait (dlp.Name, dlp.SpeakerPosition);
//		_normalDialogueGroup.loadDialogue (dlp);
        if (isEventPopup())           //Pop-up dialogue, don't pause gameplay
        {
            dialogueTime = 2.0f;      //reset timer until next line
            _popupDialogueGroup.loadPortrait(dlp.Name, dlp.SpeakerPosition);
            _popupDialogueGroup.loadDialogue(dlp);
            //TO DO: Load separate canvas group for Normal vs. Pop-up
        }
        else            //Normal dialogue, pause gameplay
        {
            GameController.GC.SetIsControlAllowed(false);
            AIController.AIC.SetIsAIMovementAllowed(false);
            _normalDialogueGroup.loadPortrait(dlp.Name, dlp.SpeakerPosition);
            _normalDialogueGroup.loadDialogue(dlp);
        }
//		_currPane.loadPortrait (dlp.Name, dlp.SpeakerPosition);
//		_currPane.loadDialogue (dlp);
//		displayDialoguePane (true, _currPane);


//		_dialogueTextLeft.text = dlp.Dialogue;
//		loadPortrait (dlp.Name, dlp.SpeakerPosition);
//		loadDialogue (dlp);
        _dialogueCanvas.gameObject.SetActive(true);
    }
Пример #3
0
    public void loadDialogue(DialogueLineParsed dlp)
    {
        if (dlp.SpeakerPosition == DIALOGUE_SPEAKER_POSITION.LEFT)
        {
            _nameTextLeft.text      = dlp.Name;
            _dialogueTextLeft.text  = dlp.Dialogue;           //set left side
            _nameTextRight.text     = "";
            _dialogueTextRight.text = "";

            _speakerLeft.enabled = true;
//			_speakerRight.enabled = false;
            _backgroundLeft.enabled  = true;
            _backgroundRight.enabled = false;
            _speakerLeft.color       = new Color32(255, 255, 255, 255);
            greyImage(_speakerRight);
//			_speakerRight.color = new Color32 (100, 100, 100, 255);
        }
        else if (dlp.SpeakerPosition == DIALOGUE_SPEAKER_POSITION.RIGHT)
        {
            _nameTextLeft.text      = "";
            _dialogueTextLeft.text  = "";
            _nameTextRight.text     = dlp.Name;
            _dialogueTextRight.text = dlp.Dialogue;            //set right side

            _speakerRight.enabled = true;
//			_speakerLeft.enabled = false;
            _backgroundRight.enabled = true;
            _backgroundLeft.enabled  = false;
            greyImage(_speakerLeft);
//			_speakerLeft.color = new Color32(100,100,100,255);
            _speakerRight.color = new Color32(255, 255, 255, 255);
        }
        else
        {
            _speakerLeft.enabled  = false;
            _speakerRight.enabled = false;
        }
    }