/// <summary> /// Check if spawning the game ui is fine. If already exists /// then is not fine. /// </summary> /// <param name="type"></param> /// <returns></returns> private static bool CheckIfOkayToSpawnGameUI(JCS_DialogueType type) { if (JCS_UIManager.instance.GetJCSDialogue(type) != null) { JCS_Debug.LogError("(" + type.ToString() + ")No able to spawn Game UI cuz there are multiple GameUI in the scene..."); return(false); } return(true); }
/// <summary> /// Destory the current selected dialogue. /// </summary> /// <param name="type"></param> public static void DestoryCurrentDialogue(JCS_DialogueType type) { if (JCS_GameManager.instance.GAME_PAUSE) { return; } JCS_UIManager.instance.HideTheLastOpenDialogue(); switch (type) { case JCS_DialogueType.SYSTEM_DIALOGUE: case JCS_DialogueType.NPC_DIALOGUE: case JCS_DialogueType.PLAYER_DIALOGUE: PauseGame(false); break; } }
/// <summary> /// Check to see if enable to spawn the dialogue or not /// </summary> /// <returns></returns> private static bool CheckIfOkayToSpawnDialogue(JCS_DialogueType type) { // Force Diaglogue have higher priority, // so it will block the lower priority dialogue type if (JCS_UIManager.instance.GetJCSDialogue(type) != null) { JCS_Debug.LogError("(" + type.ToString() + ")No able to spawn Dialogue cuz there are multiple dialogue in the scene..."); return(false); } if (JCS_Canvas.GuessCanvas() == null) { JCS_Debug.LogError("No able to spawn Dialogue cuz Canvas are null..."); return(false); } return(true); }
public JCS_DialogueObject GetJCSDialogue(JCS_DialogueType type) { switch (type) { // Game UI case JCS_DialogueType.GAME_UI: return(this.mGameUI); // Dialogue Box case JCS_DialogueType.PLAYER_DIALOGUE: return(this.mFocusGameDialogue); case JCS_DialogueType.SYSTEM_DIALOGUE: return(this.mForceDialogue); } JCS_Debug.LogError("Failed to get Dialogue -> " + type); return(null); }
//---------------------- // Protected Variables //======================================== // setter / getter //------------------------------ public void SetJCSDialogue(JCS_DialogueType type, JCS_DialogueObject jdo) { switch (type) { case JCS_DialogueType.GAME_UI: { if (mGameUI != null) { //JCS_Debug.LogError("Failed to set \"In Game Dialogue\"..."); return; } this.mGameUI = jdo; } break; case JCS_DialogueType.PLAYER_DIALOGUE: { //if (mFocusGameDialogue != null) //{ // JCS_Debug.LogError("JCS_UIManager", "Failed to set \"In Game Dialogue\"..."); // return; //} this.mFocusGameDialogue = jdo; } break; case JCS_DialogueType.SYSTEM_DIALOGUE: { if (mForceDialogue != null) { //JCS_Debug.LogError("JCS_UIManager", "Failed to set \"Force Dialogue\"..."); return; } mForceDialogue = jdo; } break; } }