示例#1
0
        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();
        }
示例#2
0
        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();
        }
示例#3
0
        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();
        }
示例#4
0
        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();
        }