public static void Update() { if (dialogState == DialogueStates.Talking) { if (currentChar < TextLength) { displayText += NextChar; } else { dialogState = DialogueStates.Pause; } } else if (InputMapper.STRICTACTION) { displayText = ""; currentChar = 0; currentDialogue = dialog[currentDialogue].NextDialog; if (currentDialogue == "STOPDIALOG") { EngineStates.DialogState = DialogueStates.Inactive; } else { dialogState = DialogueStates.Talking; } } }
public IEnumerator StartDialogueSaving(string location) { GameControl.control.Freeze(); currentState = DialogueStates.SavingDialogue; GameControl.control.saveRoomName = location; savingPanel.GetComponentInChildren <Text>().text = "Saving..."; yield return(StartCoroutine(GameControl.control.Save())); yield return(new WaitForSeconds(0.2f)); savingPanel.GetComponentInChildren <Text>().text = "Saved!"; GameControl.control.LoadTemp(); characterNameText.text = GameControl.control.playerName; System.TimeSpan ts = System.TimeSpan.FromSeconds((int)GameControl.control.playedTimeTemp); playTimeText.text = ts.ToString(); locationText.text = GameControl.control.saveRoomNameTemp; for (int i = 0; i < 7; i++) { saveLens.transform.GetChild(i).gameObject.SetActive(GameControl.control.lensTemp[i]); saveMasks.transform.GetChild(i).gameObject.SetActive(GameControl.control.masksTemp[i]); } YesButton.Select(); YesButton.OnSelect(null); yield return(new WaitForEndOfFrame()); yield return(WaitForKeyDown("Submit")); GameControl.control.Unfreeze(); currentState = DialogueStates.NoDialogue; }
public IEnumerator StartDialogueChoice(string dialogue, string leftString, string rightString) { currentState = DialogueStates.ChoiceDialogue; GameControl.control.Freeze(); yield return(new WaitForEndOfFrame()); yield return(StartCoroutine(AnimateText(dialogue, choiceText))); yield return(new WaitForSeconds(0.2f)); yield return(StartCoroutine(AnimateText(leftString, leftText))); yield return(new WaitForSeconds(0.2f)); yield return(StartCoroutine(AnimateText(rightString, rightText))); yield return(new WaitForSeconds(0.2f)); LeftButton.Select(); yield return(StartCoroutine(WaitForKeyDown("Submit"))); yield return(new WaitForEndOfFrame()); editText.text = ""; editSpriteText.text = ""; choiceText.text = ""; rightText.text = ""; leftText.text = ""; GameControl.control.Unfreeze(); }
public IEnumerator StartDialogueSprite(string[] dialogue, string newFont, int character, int emotion) { //The player is frozen in place to prevent them from moving around while dialogue is occuring GameControl.control.Freeze(); //The dialogue window is made visible currentState = DialogueStates.SpriteDialogue; SpriteChange(character, emotion); yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); FontChange(newFont); //Begin iterating over the dialogue lines foreach (string text in dialogue) { //Start the dialogue function for a specific line of dialogue and pause this function until it returns //When it returns, continue the loop yield return(StartCoroutine(Dialogue(text, editSpriteText))); } //Make the dialogue window transparent again currentState = DialogueStates.NoDialogue; //Return control to the player GameControl.control.Unfreeze(); }
public static void PlayDialog(Dictionary <string, DialogScript> dialogue, string startDialog) { currentChar = 0; dialog = dialogue; currentDialogue = startDialog; EngineStates.DialogState = DialogueStates.Active; dialogState = DialogueStates.Talking; }
public IEnumerator StartDialogueSolo(string[] dialogue) { //The player is frozen in place to prevent them from moving around while dialogue is occuring GameControl.control.Freeze(); //The dialogue window is made visible currentState = DialogueStates.SoloDialogue; FontChange("default"); //Begin iterating over the dialogue lines foreach (string text in dialogue) { //Start the dialogue function for a specific line of dialogue and pause this function until it returns //When it returns, continue the loop yield return(StartCoroutine(Dialogue(text, editText))); } //Make the dialogue window transparent again currentState = DialogueStates.NoDialogue; //Return control to the player GameControl.control.Unfreeze(); }
public void OnNoPress() { currentState = DialogueStates.NoDialogue; GameControl.control.saved = false; //GameControl.control.Unfreeze(); }
public void OnYesPress() { GameControl.control.saved = true; currentState = DialogueStates.NoDialogue; //GameControl.control.Unfreeze(); }