override public void ShowGUI(List <ActionParameter> parameters) { // Conversation: conversationFromParameter = EditorGUILayout.Toggle(new GUIContent("Conversation is parameter?", "Tick to use a parameter value for the conversation title."), conversationFromParameter); if (conversationFromParameter) { conversationParameterID = Action.ChooseParameterGUI("Conversation:", parameters, conversationParameterID, ParameterType.String); } else { if (conversationPicker == null) { conversationPicker = new ActionConversationPicker(selectedDatabase, conversation, usePicker); } conversationPicker.Draw(); conversation = conversationPicker.currentConversation; } // Actor, Conversant, etc: actor = (Transform)EditorGUILayout.ObjectField(new GUIContent("Actor:", "The primary speaker, usually the player."), actor, typeof(Transform), true); conversant = (Transform)EditorGUILayout.ObjectField(new GUIContent("Conversant:", "The other speaker, usually an NPC"), conversant, typeof(Transform), true); overrideBridge = EditorGUILayout.Toggle(new GUIContent("Override bridge control?", "Use different game state and camera control settings for this conversation than what's configured on the Adventure Creator Bridge component"), overrideBridge); if (overrideBridge) { useDialogState = (UseDialogState)EditorGUILayout.EnumPopup(new GUIContent("Use dialog state:", "Specifies whether this conversation should switch to AC's dialog state, which pauses the game and shows the cursor"), useDialogState); takeCameraControl = (UseDialogState)EditorGUILayout.EnumPopup(new GUIContent("Take camera control:", "Specifies whether this conversation should take camera control"), takeCameraControl); } waitUntilFinish = EditorGUILayout.Toggle(new GUIContent("Wait until finish?", "Wait until the conversation ends"), waitUntilFinish); stopConversationOnSkip = EditorGUILayout.Toggle(new GUIContent("Stop on skip?", "Stop the conversation if the player skips the cutscene"), stopConversationOnSkip); AfterRunningOption(); }
override public void ShowGUI(List <ActionParameter> parameters) { // Conversation: conversationFromParameter = EditorGUILayout.Toggle(new GUIContent("Conversation is parameter?", "Tick to use a parameter value for the conversation title."), conversationFromParameter); if (conversationFromParameter) { conversationParameterID = Action.ChooseParameterGUI("Conversation:", parameters, conversationParameterID, ParameterType.String); } else { if (conversationPicker == null) { conversationPicker = new ActionConversationPicker(selectedDatabase, conversation, usePicker); } conversationPicker.Draw(); conversation = conversationPicker.currentConversation; } // Actor, Conversant, Sync Data: actor = (Transform)EditorGUILayout.ObjectField(new GUIContent("Actor:", "The primary speaker, usually the player"), actor, typeof(Transform), true); conversant = (Transform)EditorGUILayout.ObjectField(new GUIContent("Conversant:", "The other speaker, usually an NPC"), conversant, typeof(Transform), true); syncData = EditorGUILayout.Toggle(new GUIContent("Sync Data:", "Synchronize AC data with Lua environment"), syncData); allowDuringConversations = EditorGUILayout.Toggle(new GUIContent("Allow During Conversations:", "Allow bark to play even if a conversation is active"), allowDuringConversations); AfterRunningOption(); }
override public void ShowGUI() { // Action-specific Inspector GUI code here if (conversationPicker == null) { conversationPicker = new ActionConversationPicker(selectedDatabase, conversation, usePicker); } conversationPicker.Draw(); conversation = conversationPicker.currentConversation; actor = (Transform)EditorGUILayout.ObjectField(new GUIContent("Actor:", "The primary speaker, usually the player."), actor, typeof(Transform), true); conversant = (Transform)EditorGUILayout.ObjectField(new GUIContent("Conversant:", "The other speaker, usually an NPC"), conversant, typeof(Transform), true); stopConversationOnSkip = EditorGUILayout.Toggle(new GUIContent("Stop On Skip:", "Stop the conversation if the player skips the cutscene"), stopConversationOnSkip); AfterRunningOption(); }
override public void ShowGUI() { // Action-specific Inspector GUI code here if (conversationPicker == null) { conversationPicker = new ActionConversationPicker(selectedDatabase, conversation, usePicker); } conversationPicker.Draw(); conversation = conversationPicker.currentConversation; //---Was: conversation = EditorGUILayout.TextField(new GUIContent("Conversation Title:", "The title defined in the dialogue database"), conversation); actor = (Transform)EditorGUILayout.ObjectField(new GUIContent("Actor:", "The primary speaker, usually the player"), actor, typeof(Transform), true); conversant = (Transform)EditorGUILayout.ObjectField(new GUIContent("Conversant:", "The other speaker, usually an NPC"), conversant, typeof(Transform), true); syncData = EditorGUILayout.Toggle(new GUIContent("Sync Data:", "Synchronize AC data with Lua environment"), syncData); AfterRunningOption(); }