Пример #1
0
    IEnumerator DisplayNextSentence()
    {
        if (segments.Count == 0)
        {
            EndDialogue();
            yield break;
        }

        DialogueSegment segment = segments.Dequeue();

        nameText.text = segment.dialogueName;
        Coroutine typeSentenceRoutine = null;

        StartDialogue();

        if (typeSentenceRoutine != null)
        {
            StopCoroutine(typeSentenceRoutine);
        }

        typeSentenceRoutine = StartCoroutine(TypeSentence(segment.dialogueText));

        yield return(WaitForText());

        pressSpace.SetActive(true);
        while (!Input.GetKeyDown(KeyCode.Space))
        {
            yield return(null);
        }

        StartCoroutine(DisplayNextSentence());
    }
    public void Act(DialogueSegment dialogueSegment)
    {
        //particles
        if (dialogueSegment.particles != null)
        {
            Instantiate(dialogueSegment.particles);
        }

        //animations
        if (dialogueSegment.animation != null)
        {
            animator.Play(dialogueSegment.animation.name);
        }
    }
Пример #3
0
    public void EnterDialogue()
    {
        listeningForSkips = false;
        startTime         = Time.time;
        ClearTextBox();
        currentDialogueSegmentIndex   = 0;
        currentDialogueSegment        = dialogueScene.segments[0];
        currentTranslatedDialogueText = currentDialogueSegment.dialogueString;
        dialogueBox.SetActive(true);
        inDialogue = true;

        //start listening after 0.1f seconds
        Invoke("StartListeningForSkips", 0.1f);
    }
Пример #4
0
    /// <summary>
    /// Tally up all the different items
    /// </summary>
    private void BuildPurchaseString()
    {
        //exit early: avoid dialogue when in dialogue
        DialogueManager dialogue = FindObjectOfType <DialogueManager>();

        if (dialogue.inDialogue)
        {
            return;
        }

        //get total cost
        Counter counter    = FindObjectOfType <Counter>();
        float   totalPrice = counter.GetTotalCost();

        //get items list
        string purchases = "You are going to purchase ";

        ItemData[]    items     = counter.GetAllCurrentItems();
        List <string> itemNames = new List <string>();

        foreach (var item in items)
        {
            itemNames.Add(item.itemName);
        }

        //add commas to the items string and a period
        string itemsString = Commaize(itemNames);

        purchases += itemsString + ".";

        //format the price float ###,###.##
        string formattedPrice = totalPrice.ToString("N");
        string costString     = "Which will cost you " + formattedPrice + "€ alltogether.";


        //create dialogue scene by building it from dialogue segments
        DialogueSegment segment1 = new DialogueSegment(purchases);
        DialogueSegment segment2 = new DialogueSegment(costString);

        //combine the scene
        DialogueScene scene = new DialogueScene(new DialogueSegment[] { segment1, segment2 });

        //display the dialogue
        dialogue.LoadDialogueScene(scene);
        dialogue.EnterDialogue();
    }
Пример #5
0
    // Update is called once per frame
    void LateUpdate()
    {
        if (inDialogue)
        {
            int length = Mathf.Min(currentTranslatedDialogueText.Length, (int)(lettersPerSecond * (Time.time - startTime)));

            //display letter after letter
            if (dialogueText.text != currentTranslatedDialogueText)
            {
                dialogueText.text = currentTranslatedDialogueText.Substring(0, length);
            }

            //Skip dialogue text
            if (GetValidSkip())
            {
                //show all text
                if (dialogueText.text != currentTranslatedDialogueText)
                {
                    dialogueText.text = currentTranslatedDialogueText;
                }
                else
                //if there are more dialogue segments to display, display a new one
                if (currentDialogueSegmentIndex < dialogueScene.segments.Length - 1)
                {
                    currentDialogueSegmentIndex++;
                    currentDialogueSegment        = dialogueScene.segments[currentDialogueSegmentIndex];
                    currentTranslatedDialogueText = currentDialogueSegment.dialogueString;
                    ClearTextBox();
                }
                else
                {
                    //dialogue is finished
                    if (dialogueFinished != null)
                    {
                        dialogueFinished.Invoke();
                        dialogueFinished = null;
                    }

                    HideTextBox();
                }
            }
        }
    }
    // Update is called once per frame
    void LateUpdate()
    {
        if (inDialogue)
        {
            int length = Mathf.Min(currentTranslatedDialogueText.Length, (int)(lettersPerSecond * (Time.time - startTime)));

            //display letter after letter
            if (dialogueText.text != currentTranslatedDialogueText)
            {
                dialogueText.text = currentTranslatedDialogueText.Substring(0, length);
                HandleVoice();
            }
            else
            {
                AudioManager.instance.StopEvent(currentDialogueSegment.dialogueSpeaker.voiceEvent, 0);
            }

            //Skip dialogue text
            if (GetValidSkip())
            {
                //show all text
                if (dialogueText.text != currentTranslatedDialogueText)
                {
                    dialogueText.text = currentTranslatedDialogueText;
                }
                else
                //if there are more dialogue segments to display, display a new one
                if (currentDialogueSegmentIndex < dialogueScene.dialogueSegments.Length - 1)
                {
                    currentDialogueSegmentIndex++;
                    currentDialogueSegment        = dialogueScene.dialogueSegments[currentDialogueSegmentIndex];
                    currentTranslatedDialogueText = translator.GetTranslation(currentDialogueSegment.dialogueString);
                    ClearTextBox();
                    UpdateSpeakerInfo();
                }
                else
                {
                    HideTextBox();
                }
            }
        }
    }
Пример #7
0
    private void InformToAddItems()
    {
        //create dialogue scene by building it from dialogue segments
        DialogueManager dialogue = FindObjectOfType <DialogueManager>();

        //avoid dialogue while in dialogue
        if (dialogue.inDialogue)
        {
            return;
        }

        DialogueSegment segment1 = new DialogueSegment("You need to add something to the counter first.");
        DialogueSegment segment2 = new DialogueSegment("Click the items in the shelf on the left to add them.");

        //combine the scene
        DialogueScene scene = new DialogueScene(new DialogueSegment[] { segment1, segment2 });

        //display the dialogue
        dialogue.LoadDialogueScene(scene);
        dialogue.EnterDialogue();
    }
Пример #8
0
    /// <summary>
    /// Notify the player that they have placed too many items on the counter
    /// </summary>
    public void NotifyTooManyItems()
    {
        //create dialogue scene by building it from dialogue segments
        DialogueManager dialogue = FindObjectOfType <DialogueManager>();

        //avoid dialogue while in dialogue
        if (dialogue.inDialogue)
        {
            return;
        }

        DialogueSegment segment1 = new DialogueSegment("You can only have five items at once.");
        DialogueSegment segment2 = new DialogueSegment("Please remove an item on the counter by clicking on it.");

        //combine the scene
        DialogueScene scene = new DialogueScene(new DialogueSegment[] { segment1, segment2 });

        //display the dialogue
        dialogue.LoadDialogueScene(scene);
        dialogue.EnterDialogue();
    }
    public void EnterDialogue()
    {
        if (GameController.instance != null)
        {
            //disable the players
            GameController.instance.player1.enabled = false;
            GameController.instance.player2.enabled = false;
        }

        listeningForSkips = false;
        startTime         = Time.time;
        ClearTextBox();
        currentDialogueSegmentIndex   = 0;
        currentDialogueSegment        = dialogueScene.dialogueSegments[0];
        currentTranslatedDialogueText = translator.GetTranslation(currentDialogueSegment.dialogueString);
        UpdateSpeakerInfo();
        gameplayUI.SetActive(false);
        dialogueBox.SetActive(true);
        inDialogue = true;

        //start listening after 0.1f seconds
        Invoke("StartListeningForSkips", 0.1f);
    }