public void InitButton(ChoiceHolder choiceScript, int letterIndex) { buttonScript.Init(choiceScript); optionID = letterIndex; buttonText = "Default Option"; UpdateText(); UpdateName(); }
public void Init(ChoiceHolder choiceScript) //called when in editor mode { #if UNITY_EDITOR this.choiceScript = choiceScript; Button myButton = GetComponent <Button> (); UnityAction taskOnClick = System.Delegate.CreateDelegate(typeof(UnityAction), this, "TaskOnClick") as UnityAction; UnityEventTools.AddPersistentListener(myButton.onClick, taskOnClick); #endif }
void OnEnable() { choiceHolder = (ChoiceHolder)target; choiceHolder.Insp_Enabled(); prevChoiceCount = choiceHolder.createdOptions.Count; createdOptions.Clear(); for (int i = 0; i < prevChoiceCount; i++) { ChoiceOption editorOption = EditorOptionFromOption(choiceHolder.createdOptions [i]); createdOptions.Add(editorOption); } }
void Start() { // points to very first conversation //Prep work dailog = GameObject.Find("Dialog").GetComponent <TextMeshProUGUI>(); if (buttons.Length < 5) { Debug.Log("Need 5 buttons"); } choice1 = buttons[0].text; choice1Button = buttons[0].button; choice2 = buttons[1].text; choice2Button = buttons[1].button; choice3 = buttons[2].text; choice3Button = buttons[2].button; choice4 = buttons[3].text; choice4Button = buttons[3].button; choice5 = buttons[4].text; choice5Button = buttons[4].button; choiceHold = GameObject.Find("Choicelist").GetComponent <ChoiceHolder>(); textList = new List <TextMeshProUGUI> { choice1, choice2, choice3, choice4, choice5 }; buttonList = new List <Button> { choice1Button, choice2Button, choice3Button, choice4Button, choice5Button }; dailogE = GameObject.Find("Overview").GetComponent <DailogEvents>(); dateList = new List <List <string> > { choiceHold.dateA, choiceHold.dateB, choiceHold.dateC }; //Begins dailog system GrabText(); }
void Start() { // points to very first conversation //Prep work dailog = GameObject.Find("Dialog").GetComponent <TextMeshProUGUI>(); // grabs pointer from playerprefs //____________________________________________________________________ //____________________________________________________________________ /* * // kills after testing the game should work with out a hitch during normal play experince * PlayerPrefs.SetInt("Pointer", 1); * * //tempt delete later * PlayerPrefs.SetInt("Date", 0); */ //____________________________________________________________________ //____________________________________________________________________ pointer = PlayerPrefs.GetInt("Pointer", 1); // grabs date from playerprefs currentDate = PlayerPrefs.GetInt("Date", 0); // use to set pointer to be used inbtween scens PlayerPrefs.SetInt("Pointer", 20); if (buttons.Length < 5) { Debug.Log("Need 5 buttons"); } choice1 = buttons[0].text; choice1Button = buttons[0].button; choice2 = buttons[1].text; choice2Button = buttons[1].button; choice3 = buttons[2].text; choice3Button = buttons[2].button; choice4 = buttons[3].text; choice4Button = buttons[3].button; choice5 = buttons[4].text; choice5Button = buttons[4].button; choiceHold = GameObject.Find("Choicelist").GetComponent <ChoiceHolder>(); textList = new List <TextMeshProUGUI> { choice1, choice2, choice3, choice4, choice5 }; buttonList = new List <Button> { choice1Button, choice2Button, choice3Button, choice4Button, choice5Button }; dailogE = GameObject.Find("Overview").GetComponent <DailogEvents>(); dateList = new List <List <string> > { choiceHold.dateA, choiceHold.dateB, choiceHold.dateC }; //Begins dailog system GrabText(); }