public void TalkCanvasToggle() { Canvas talkCanvas = GameManager.gm.GetTalkCanvas(); talkCanvas.gameObject.SetActive(true); AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>(); if (questActive && !calledUpon) { at.SetComponents(this, this.message); johnny.calledUpon = true; johnny.DeepTalkBubbleActivate(); } else if (mimi != null && mimi.questActive) { List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> { new AnimatedText.MessagePacket(this, this.firstMimi), new AnimatedText.MessagePacket(mimi, mimi.firstRequest), new AnimatedText.MessagePacket(this, this.secondMimi), new AnimatedText.MessagePacket(mimi, mimi.secondRequest), new AnimatedText.MessagePacket(this, this.thirdMimi), new AnimatedText.MessagePacket(mimi, mimi.thirdRequest) }; at.SetComponents(survMsgs); mimi.UpdateQuestDesc(); } }
public void TalkCanvasToggle() { Canvas talkCanvas = GameManager.gm.GetTalkCanvas(); talkCanvas.gameObject.SetActive(true); AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>(); if (questActive && !calledUpon) { at.SetComponents(this, this.message); // TODO: Finding clones will become problematic. How are we gonna handle this? GameObject mimiObject = GameObject.Find("Mimi(Clone)"); Mimi mimi = mimiObject.GetComponent <Mimi>(); mimi.calledUpon = true; mimi.DeepTalkBubbleActivate(); } else if (maddie.questActive) { List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> { new AnimatedText.MessagePacket(this, this.firstMaddie), new AnimatedText.MessagePacket(maddie, maddie.firstRequest), new AnimatedText.MessagePacket(this, this.secondMaddie), new AnimatedText.MessagePacket(maddie, maddie.secondRequest), new AnimatedText.MessagePacket(this, this.thirdMaddie), new AnimatedText.MessagePacket(maddie, maddie.thirdRequest) }; at.SetComponents(survMsgs); maddie.UpdateQuestDesc(); } }
public void TalkCanvasToggle() { Canvas talkCanvas = GameManager.gm.GetTalkCanvas(); talkCanvas.gameObject.SetActive(true); AnimatedText at = talkCanvas.GetComponentInChildren <AnimatedText>(); if (questActive && !calledUpon) { at.SetComponents(this, this.message); // TODO: Finding clones will become problematic. How are we gonna handle this? GameObject maddieObject = GameObject.Find("Maddie"); Maddie maddie = maddieObject.GetComponent <Maddie>(); maddie.calledUpon = true; maddie.SetMimi(this); maddie.DeepTalkBubbleActivate(); } else if (johnny.questActive) { List <AnimatedText.MessagePacket> survMsgs = new List <AnimatedText.MessagePacket> { new AnimatedText.MessagePacket(this, this.firstJohnny), new AnimatedText.MessagePacket(johnny, johnny.firstRequest), new AnimatedText.MessagePacket(this, this.secondJohnny) }; at.SetComponents(survMsgs); johnny.UpdateQuestDesc(); } }