Пример #1
0
        public void ShowDialogues(bool restart = false)
        {
            gameObject.SetActive(true);

            if (restart)
            {
                _currentLineIndex = 0;
            }

            MainManager.ShowOnly(transform.GetChild(_currentLineIndex).gameObject);
        }
Пример #2
0
        public void SetNewSnaps(List <DungeonSequenceObject> sequences, List <string> eqippedItems)
        {
            if (!_inited)
            {
                // Set click-events for button
                _snapTargetButton.onClick.AddListener(OnSnapClick);

                _inited = true;
            }

            _successfulAdventure = true;


            List <Sprite> snapList = new List <Sprite>();

            for (var i = 0; i < sequences.Count; i++)
            {
                DungeonSequenceObject s = sequences[i];
                snapList.Add(s.BeforeSequenceSnap);

                // Matching item
                if (s.CorrectItemName == eqippedItems[i])
                {
                    snapList.Add(s.AfterSequenceSnap);
                    print($"{s.TrapName} was successful");
                }

                else
                {
                    print($"{s.TrapName} failed");
                    _successfulAdventure = false;
                    snapList.Add(GoblinSnaps[Random.Range(0, GoblinSnaps.Length - 1)]);
                    break;
                }
            }

            if (_successfulAdventure)
            {
                snapList.Add(WinSnap);
            }

            _newSnaps = new Stack <Sprite>();

            for (int i = snapList.Count - 1; i >= 0; i--)
            {
                Sprite sprite = snapList[i];
                _newSnaps.Push(sprite);
            }

            FindObjectOfType <AudioManager>().PlayAudio(Vibrate);
            _nextButton.interactable = false;
            MainManager.ShowOnly(_snapTrapScreen);
            SnapImage.color = Color.clear;
        }
Пример #3
0
 public void NextLine()
 {
     ShowDialogues();
     _currentLineIndex++;
     MainManager.ShowOnly(transform.GetChild(_currentLineIndex).gameObject);
 }