public void DisplayDialogues(string[] dialogues) { _currentDialogues = dialogues; _currentDialogueIndex = 0; _dialogueActive = true; _dialogueTimerWait = _timeBetweenMultipleDialogues; _dialogueComplete = false; _speechTextTyper.UpdateText(_currentDialogues[_currentDialogueIndex]); _speechTextTyper.StartTyping(); _speechBubbleAnimator.SetBool(DialogueDisplayParam, true); }
private void HandleSceneFadeIn() { _fader.OnFadeInComplete -= HandleSceneFadeIn; _gameName.StartTyping(); _gameName.OnTypingCompleted += HandleTextTypingComplete; }
private void Start() { sceneFader.OnFadeOutComplete += HandleSceneFadeOut; sceneFader.StartFadeIn(true); _colorGrading = postProcessVolume.profile.GetSetting <ColorGrading>(); _cameraGrain = postProcessVolume.profile.GetSetting <Grain>(); _currentSwitchTime = glitchSwitchTime; titleTyper.StartTyping(); }
private void HandleSceneFadeIn() { sceneFader.OnFadeInComplete -= HandleSceneFadeIn; if (GameOverSceneData.PlayerCollectedAllAbilities) { sceneTyper.UpdateText(successText); } else { sceneTyper.UpdateText(failText); } sceneTyper.StartTyping(); }
private void ShowText(string battleText) { _gameState = GameState.TypingText; _descriptionLabel.StartTyping(this, battleText, 0.04f, 2.0f); }
private void HandleSceneFadeIn() { _currentCountdownTime = _waitTimer; _gameOverTyper.StartTyping(); _gameOverTyper.OnTypingCompleted += HandleTypingComplete; }
public void DisplayMenu(string loseText) { //TODO use animation gameObject.SetActive(true); _textTyper.StartTyping(this, loseText, 0.4f, 1.5f); }
private void HandleFadeInComplete() { _sceneActive = true; _letterTyper1.StartTyping(); }