public override void ResetValues()
    {
        base.ResetValues();

        participantColors = new List <Color>();
        CreateBasicActions();

        nextLocation   = BattleEntry.NextLocation.OVERWORLD;
        dialogueEntry  = null;
        battleEntry    = null;
        changePosition = false;
        playerPosition = new Vector2();
        nextArea       = Constants.OverworldArea.DEFAULT;
    }
示例#2
0
    public override void CopyValues(ScrObjLibraryEntry other)
    {
        base.CopyValues(other);
        DialogueEntry de = (DialogueEntry)other;

        frames            = de.frames;
        participantColors = de.participantColors;

        nextLocation   = de.nextLocation;
        nextEntry      = de.nextEntry;
        changePosition = de.changePosition;
        playerPosition = de.playerPosition;
        nextArea       = de.nextArea;
    }
示例#3
0
    public override void ResetValues()
    {
        base.ResetValues();

        frames            = new List <Frame>();
        participantColors = new List <Color>();

        frames.Add(new Frame());
        nextLocation   = BattleEntry.NextLocation.OVERWORLD;
        nextEntry      = null;
        changePosition = false;
        playerPosition = new Vector2();
        nextArea       = Constants.OverworldArea.DEFAULT;
    }
    public override void CopyValues(ScrObjLibraryEntry other)
    {
        base.CopyValues(other);
        DialogueEntry de = (DialogueEntry)other;

        actions           = de.actions;
        participantColors = de.participantColors;

        nextLocation   = de.nextLocation;
        dialogueEntry  = de.dialogueEntry;
        battleEntry    = de.battleEntry;
        changePosition = de.changePosition;
        playerPosition = de.playerPosition;
        nextArea       = de.nextArea;
        Debug.Log("COPY");
    }
    // public override bool Act(DialogueScene scene, DialogueActionData data) {
    //  DialogueEntry de = (DialogueEntry)data.entries[0];
    //  switch (de.nextLocation)
    //  {
    //      case BattleEntry.NextLocation.OVERWORLD:
    //          // scene.paused.value = false;
    //          if (de.changePosition) {
    //              if (de.nextArea != Constants.OverworldArea.DEFAULT)
    //                  scene.playerArea.value = (int)de.nextArea;
    //              scene.playerPosX.value = de.playerPosition.x;
    //              scene.playerPosY.value = de.playerPosition.y;
    //          }
    //          scene.currentArea.value = scene.playerArea.value;
    //          Debug.Log("Moving to area  " + scene.currentArea.value);
    //          scene.mapChangeEvent.Invoke();
    //          break;
    //      case BattleEntry.NextLocation.DIALOGUE:
    //          scene.currentArea.value = (int)Constants.SCENE_INDEXES.DIALOGUE;
    //          scene.dialogueUuid.value = de.dialogueEntry.uuid;
    //          scene.mapChangeEvent.Invoke();
    //          break;
    //      case BattleEntry.NextLocation.BATTLE:
    //          scene.currentArea.value = (int)Constants.SCENE_INDEXES.BATTLE;
    //          scene.battleUuid.value = de.battleEntry.uuid;
    //          scene.mapChangeEvent.Invoke();
    //          break;
    //  }

    //  return false;
    // }

    //Entry 0	BattleEntry
    //Entry 1	DialogueEntry

    /*  Values
     * 0	NextLocation
     * 1	Changed pos - bool
     * 2	Next area index
     * 3	Player xpos
     * 4	Player ypos
     */

    public override bool Act(DialogueScene scene, DialogueActionData data)
    {
        BattleEntry.NextLocation next = (BattleEntry.NextLocation)data.values[0];
        switch (next)
        {
        case BattleEntry.NextLocation.OVERWORLD:
            // scene.paused.value = false;
            if (data.values[1] == 1)                       //Changed pos
            {
                if ((Constants.OverworldArea)data.values[2] != Constants.OverworldArea.DEFAULT)
                {
                    scene.playerArea.value = data.values[2];
                }
                scene.playerPosX.value = data.values[3];
                scene.playerPosY.value = data.values[4];
            }
            scene.currentArea.value = scene.playerArea.value;
            Debug.Log("Moving to area  " + scene.currentArea.value);
            scene.mapChangeEvent.Invoke();
            break;

        case BattleEntry.NextLocation.DIALOGUE:
            scene.currentArea.value  = (int)Constants.SCENE_INDEXES.DIALOGUE;
            scene.dialogueUuid.value = data.entries[0].uuid;
            scene.mapChangeEvent.Invoke();
            break;

        case BattleEntry.NextLocation.BATTLE:
            scene.currentArea.value = (int)Constants.SCENE_INDEXES.BATTLE;
            scene.battleUuid.value  = data.entries[1].uuid;
            scene.mapChangeEvent.Invoke();
            break;
        }

        return(false);
    }