private bool HasDialogueForCurrentState() { var currentGameState = gameStateManager.CurrentGameStateData; var dialogueForState = GetDialogueForState(currentGameState); if (dialogueForState == null) { return(false); } var maxRank = dialogueForState.catDialogue.Count - 1; var rank = dialogueData.GetGameStateRank(currentGameState); return(rank <= maxRank); }
private void DrawSingle() { CatDialogueData data = (CatDialogueData)target; GameStateList stateList = Resources.Load <GameStateList>("Game State Data/Game State List"); EditorGUILayout.LabelField("Relationship Rank:", "" + data.Rank); EditorGUILayout.LabelField("State Ranks"); foreach (GameStateData stateData in stateList) { int rank = data.GetGameStateRank(stateData); if (rank > 0) { EditorGUILayout.LabelField(stateData.name, "" + rank); } } EditorGUILayout.LabelField("Relationship Rank"); if (GUILayout.Button("Force Increase")) { data.IncreaseRank(); } if (GUILayout.Button("Force Reset")) { data.ResetRank(); } EditorGUILayout.LabelField("State Rank"); state = (GameStateData)EditorGUILayout.ObjectField("State", state, typeof(GameStateData), false); if (GUILayout.Button("Force Increase")) { data.IncreaseGameStateRank(state); } if (GUILayout.Button("Force Reset") && state != null) { data.ResetStateRank(state); } if (GUILayout.Button("Force Reset All")) { data.ResetStateRanks(); } }