public void EndDialogue() { if (inDialogue) { Debug.Log("Ending dialogue..."); inDialogue = false; SaveLoad.SaveDialogue(); CenterBoxAnimator.SetBool("Active", false); EternalBeingScript.EndCinematic(); } }
// Setting up the parties public void SetUpParties(CharacterInfo[] party, CharacterInfo[] encounter, MapInfo passedInfo) { //Spawn characters SpawnCharacters(party, encounter); StaggerEntrances(); loadedInfo = passedInfo; EternalBeingScript.StartCinematic(); StartCoroutine(Entrance()); }
public void StartDialogue() { if (!inDialogue) { Debug.Log("Starting dialogue..."); inDialogue = true; CenterBoxAnimator.SetBool("Active", true); textBox.text = ""; EternalBeingScript.StartCinematic(); } }
// Use this for initialization void Awake() { if (EternalBeingScript.instance == null) { EternalBeingScript.instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private IEnumerator Entrance() { yield return(new WaitForSeconds(0.01f)); while (!AllReady()) { yield return(null); } EternalBeingScript.EndCinematic(); ActivateAllReady(); //condition = GO; yield break; }
// Update is called once per frame void LateUpdate() { rightHeld = Input.GetKey(rightBind); leftHeld = Input.GetKey(leftBind); upHeld = Input.GetKey(upBind); downHeld = Input.GetKey(downBind); switch (controlState) { case TESTING_STATE: //Behaviour for testing stat if (Input.GetKey(KeyCode.Space)) { Debug.Log("InputReceiver line 74"); } break; case BATTLE_STATE: //Determine heldDirection if (!EternalBeingScript.CINEMATIC) { switch (inputStyle) { case KEYBOARD_INPUT: if (Input.GetKeyDown(rightBind)) { heldDirection = HELD_RIGHT; } else if (Input.GetKeyDown(upBind)) { heldDirection = HELD_UP; } else if (Input.GetKeyDown(downBind)) { heldDirection = HELD_DOWN; } else if (Input.GetKeyDown(leftBind)) { heldDirection = HELD_LEFT; } switch (heldDirection) { case HELD_LEFT: if (!leftHeld) { if (rightHeld) { heldDirection = HELD_RIGHT; } else if (upHeld) { heldDirection = HELD_UP; } else if (downHeld) { heldDirection = HELD_DOWN; } else { heldDirection = HELD_NONE; } } break; case HELD_UP: if (!upHeld) { if (rightHeld) { heldDirection = HELD_RIGHT; } else if (downHeld) { heldDirection = HELD_DOWN; } else if (leftHeld) { heldDirection = HELD_LEFT; } else { heldDirection = HELD_NONE; } } break; case HELD_DOWN: if (!downHeld) { if (rightHeld) { heldDirection = HELD_RIGHT; } else if (upHeld) { heldDirection = HELD_UP; } else if (leftHeld) { heldDirection = HELD_LEFT; } else { heldDirection = HELD_NONE; } } break; case HELD_RIGHT: if (!rightHeld) { if (upHeld) { heldDirection = HELD_UP; } else if (downHeld) { heldDirection = HELD_DOWN; } else if (leftHeld) { heldDirection = HELD_LEFT; } else { heldDirection = HELD_NONE; } } break; } break; case MOUSE_INPUT: heldDirection = HELD_NONE; Debug.Log("Not supported yet"); break; } if (heldDirection != HELD_NONE && !(Slot.ALLY_SLOTS[heldDirectionString] as SingularSlot).entity.IsAlive()) { heldDirection = HELD_NONE; } if (heldDirection != HELD_NONE) { if (EternalBeingScript.GetBattleManager() != null) { if (Input.GetKeyDown(attack1Bind)) { //Debug.Log("InputAttack1"); (Slot.ALLY_SLOTS[heldDirectionString] as SingularSlot).entity.DoAttack(1); } else if (Input.GetKeyDown(attack2Bind)) { //Debug.Log("InputAttack2"); (Slot.ALLY_SLOTS[heldDirectionString] as SingularSlot).entity.DoAttack(2); } else if (Input.GetKeyDown(attack3Bind)) { //Debug.Log("InputAttack3"); (Slot.ALLY_SLOTS[heldDirectionString] as SingularSlot).entity.DoAttack(3); } else if (Input.GetKeyDown(attack4Bind)) { //Debug.Log("InputAttack4"); (Slot.ALLY_SLOTS[heldDirectionString] as SingularSlot).entity.DoAttack(4); } } } } break; case BATTLE_OVER_SCREEN: heldDirection = 0; if (Input.GetKey(KeyCode.Space)) { battleLoader.GetComponent <BattleLoaderScript>().GetBattleManagerInstance().FinishExit(); } break; } FixHolds(); }
private void Exit(char condition) { inputReciever.SetControlState(InputReciever.BATTLE_OVER_SCREEN); EternalBeingScript.StartCinematic(); this.condition = condition; }
//Cower //Reduces all character's speed protected override void DoAttack4() { EternalBeingScript.GetBattleManager().DealFullAoe(new BuffCarrier(0, this, new Attack4Effects(cowerSymbol)), true); }