public void NextDialogue() { if (Dialogue.End()) { transition.ChangeScene(); } if (Dialogue.HasTrigger()) { if (Dialogue.GetTrigger() == "Change Image") { currentImage++; Display.sprite = Images[currentImage]; } if (Dialogue.GetTrigger() == "Hide Text") { Textbox.SetActive(false); } if (Dialogue.GetTrigger() == "Show Text") { Textbox.SetActive(true); } } Dialogue.Next(); DialogueText.text = Dialogue.GetCurrentDialogue(); }
private void Progress() { if (dialogue.End()) { InputManager.Instance.ChangeInput(InputType.Move); rootPanel.SetActive(false); } dialogue.Next(); }
public void Update() { if (!active) { return; } nextEnd = dialogues.End(); if (dialogues.GetChoices().Length != 0) { if (showingText) { ShowOther(); } if (Input.GetButtonDown("Choice 1")) { Debug.Log("Choice 1"); Choice(0); } else if (Input.GetButtonDown("Choice 2")) { Debug.Log("Choice 2"); Choice(1); } else if (Input.GetButtonDown("Choice 3")) { Debug.Log("Choice 3"); Choice(2); } } else { if (!showingText) { ShowOther(); } if (Input.GetButtonDown("Interact")) { if (!nextEnd) { dialogues.Next(); dialogueText.text = dialogues.GetCurrentDialogue(); } else { Hide(); } } } }
public void NextDialogue() { if (npc.End()) { DialogueBox.SetActive(false); npc = null; PlayerStatus pStatus = GetComponent <Player>().PlayerStatus; pStatus.CanWalk = true; pStatus.canInteract = true; pStatus.isTalking = false; return; } npc.Next(); text.text = npc.GetCurrentDialogue(); }
public void Display() { if (nextEnd == true) { backPanel.SetActive(false); nextTreeButton.SetActive(true); } else { backPanel.SetActive(true); nextTreeButton.SetActive(false); } //Sets our text to the current text dialogueText.text = npc.GetCurrentDialogue(); //Just debug log our triggers for example purposes if (npc.HasTrigger()) { Debug.Log("Triggered: " + npc.GetTrigger()); } //This checks if there are any choices to be made if (npc.GetChoices().Length != 0) { //Setting the text's of the buttons to the choices text, in my case I know I'll always have a max of three choices for this example. leftText.text = npc.GetChoices()[0]; middleText.text = npc.GetChoices()[1]; //If we only have two choices, adjust accordingly if (npc.GetChoices().Length > 2) { rightText.text = npc.GetChoices()[2]; } else { rightText.text = npc.GetChoices()[1]; } //Setting the appropriate buttons visability leftText.transform.parent.gameObject.SetActive(true); rightText.transform.parent.gameObject.SetActive(true); if (npc.GetChoices().Length > 2) { middleText.transform.parent.gameObject.SetActive(true); } else { middleText.transform.parent.gameObject.SetActive(false); } } else { middleText.text = "Continue"; //Setting the appropriate buttons visability leftText.transform.parent.gameObject.SetActive(false); rightText.transform.parent.gameObject.SetActive(false); middleText.transform.parent.gameObject.SetActive(true); } if (npc.End()) //If this is the last dialogue, set it so the next time we hit "Continue" it will hide the panel { nextEnd = true; } }