public void SetQuestDetails(string questName) { string[] questData = DbCommands.GetTupleFromTable("Quests", "QuestNames = " + DbCommands.GetParameterNameFromValue(questName), "QuestNames", questName); selectedQuestTitleLbl.text = questData[0]; selectedQuestDescriptionLbl.text = questData[1]; DisplayTasksRelatedToQuest(questName); }
public void ActivateNodeDetails() { GetPanel().SetActive(true); nodeTypeDropdown.value = 0; ToggleChoiceComponents(); displayDialogueNodeDetailsBtn.GetComponent <Button>().interactable = false; //indicate to user that button no longer functions. if (editing) { print((dialogueNodesListUI.GetSelectedItemFromGroup(dialogueNodesListUI.SelectedNode) as DialogueNode)); string[] nodeDesc = DbCommands.GetTupleFromTable("DialogueNodes", "NodeIDs = " + (dialogueNodesListUI.GetSelectedItemFromGroup(dialogueNodesListUI.SelectedNode) as DialogueNode).GetComponent <DialogueNode>().MyID); inputNodeText.text = nodeDesc[1]; bool endDialogueOptionBool = false; if (nodeDesc[5] != "") { endDialogueOptionBool = (int.Parse(nodeDesc[5]) == 1) ? true : false; } endDialogueOptionToggle.isOn = endDialogueOptionBool; SetOverrideBtnTxt(nodeDesc[3], nodeDesc[4]); } else { ClearEditNodeDetails(); } }
public void DisplayDialogueNode(string[] nodeArray_) { currentNodeID = nodeArray_[0]; string charName = GetSpeakersName(currentNodeID); InsertCharName(charName); //check if node character override is there and use the override name if so. GameObject speakerScrollObj = currentCharSpeaking.gameObject; SetCurrentPortraitFromName(charName); bool isDialogueNodeVocabTest = (DbCommands.GetCountFromTable("DialogueNodesVocabTests", "NodeIDs = " + currentNodeID) != 0); if (isDialogueNodeVocabTest) { string[] nodeVocabTestArray = DbCommands.GetTupleFromTable("DialogueNodesVocabTests", "NodeIDs = " + currentNodeID); string[] vocabArray = new string[2]; vocabArray[0] = nodeVocabTestArray[1]; vocabArray[1] = nodeVocabTestArray[2]; ProcessDialogueNodeTest(vocabArray); } else { InsertDialogueNode(nodeArray_); DisplayNodeChoices(currentNodeID); } ScrollToDialogueElement(speakerScrollObj); }
public void ActivateEditNewChoice() { GetPanel().SetActive(true); displayPlayerChoiceDetailsBtn.GetComponent <Button>().interactable = false; //indicate to user that button no longer functions. if (editingChoice) { string[] choiceDesc = DbCommands.GetTupleFromTable("PlayerChoices", "ChoiceIDs = " + (playerChoicesListUI.GetSelectedItemFromGroup(playerChoicesListUI.SelectedChoice) as PlayerChoice).GetComponent <PlayerChoice>().MyID + ";"); inputChoiceText.text = choiceDesc[1]; } }
//Display a panel to add or edit a new grammar rule public void ActivateNewRule() { newGrammarRulePanel.SetActive(true); activateGrammarDetailsBtn.GetComponent <Button>().colors.normalColor.Equals(Colours.colorDataUItxt); //indicate to user that button no longer functions. if (editingRule) { GrammarRule selectedRule = (GrammarRule)(GetSelectedItemFromGroup(selectedGrammarRule)); string[] ruleDesc = DbCommands.GetTupleFromTable("VocabGrammar", "RuleIDs = " + selectedRule.RuleNumber); inputRuleSdescTxt.text = ruleDesc[1]; inputRuleLdescTxt.text = ruleDesc[2]; } }
public void EditSelectedQuest() { editMode = true; activateQuestDetailsBtn.GetComponent <Text>().text = "Edit quest"; DisplayQuestDetails(); activateQuestDetailsBtn.GetComponent <Button>().interactable = false; Quest quest = (GetSelectedItemFromGroup(selectedQuest) as Quest); string questName = quest.MyName; string[] questsData = DbCommands.GetTupleFromTable("Quests", "QuestNames = " + DbCommands.GetParameterNameFromValue(questName), "QuestNames", questName); inputQuestDetailsName.text = questsData[0]; inputQuestDetailsDesc.text = questsData[1]; }
private void DisplayFirstDialogueNode() { if (!IsDialogueComplete()) { DialogueHolder.instance.Reset(); SetInUse(); dialogueScroller.GetComponent <ScrollRect>().content = dialogueHolder.GetComponent <RectTransform>(); string[] nodeArray = DbCommands.GetTupleFromTable("DialogueNodes", "DialogueIDs = " + currentDialogueID, "NodeIDs ASC"); DisplayDialogueNode(nodeArray); } else { SetNotInUse(); } }
public void DisplayGrammarUpdate() { Dictionary <int, string[]> grammarDetailsDict = testData.GetGrammarUpdateDict(); foreach (KeyValuePair <int, string[]> pair in grammarDetailsDict) { string grammarID = pair.Key.ToString(); string[] grammarDbData = DbCommands.GetTupleFromTable("VocabGrammar", "RuleIDs = " + grammarID); string[] grammarData = new string[6]; grammarData[0] = grammarID; grammarData[1] = grammarDbData[1]; //summary description grammarData[2] = grammarDbData[2]; //detailed description grammarData[3] = pair.Value[0]; //tally grammarData[4] = testData.GetTallyModifier().ToString(); //tally increasing or decreasing grammarData[5] = pair.Value[1]; //skill incrementing; Transform grammar = BuildGrammarUpdate(grammarData); grammar.SetParent(welshSkillsList, false); } }
public void InitialiseMe(string id_, string text_, string nextNode_) { dialogueUI = FindObjectOfType <DialogueUI>(); playerCharacter = FindObjectOfType <PlayerCharacter>(); myID = id_; myText = text_; myNextNode = nextNode_; isVocabTest = (DbCommands.GetCountFromTable("PlayerChoicesVocabTests", "ChoiceIDs = " + myID) != 0); if (isVocabTest) { string[] playerChoiceTestArray = DbCommands.GetTupleFromTable("PlayerChoicesVocabTests", "ChoiceIDs = " + myID); vocabArray = new string[2]; vocabArray[0] = playerChoiceTestArray[1]; vocabArray[1] = playerChoiceTestArray[2]; print(vocabArray[0]); print(vocabArray[1]); TestTrigger testTrigger = new TestTrigger("Translating to Welsh", dialogueUI.DialogueIcon, TestTrigger.TriggerType.DialogueChoice); testData = new DialogueTestDataController(testTrigger, vocabArray, DialogueTestDataController.TestType.write, playerCharacter.CharacterName); } transform.GetComponentInChildren <Text>().text = (isVocabTest) ? "\t" + testData.GetPlayerVocab()[0] : "\t" + myText; }
/*loads all the details of the saved game except for the scene, since loading a scene destroys saveGameManager obj*/ public void LoadSave() { SkillsMenuUI skillsMenuUI = FindObjectOfType <SkillsMenuUI>(); PlayerVitalsUI playerVitalsUI = FindObjectOfType <PlayerVitalsUI>(); int saveID = PlayerPrefsManager.GetSaveGame(); //print(DbCommands.GetConn()); string[] playerSave = DbCommands.GetTupleFromTable("PlayerGames", " SaveIDs = " + saveID); print("Loading save reference: " + playerSave[1] + " PlayerName: " + playerSave[2] + " Portrait path: " + playerSave[3] + " Save ID: " + saveID); SetPlayerName(playerSave[2]); SetPlayerPortraitPath(playerSave[3]); player.GetComponent <PlayerCharacter>().SetMyName(playerName); player.GetComponent <PlayerCharacter>().SetMyPortrait(playerPortraitPath); playerVitalsUI.Portrait.sprite = player.GetComponent <PlayerCharacter>().GetMyPortrait(); float playerXpos = float.Parse(playerSave[6]); float playerYpos = float.Parse(playerSave[7]); //print(playerXpos + ", " + playerYpos); Transform playerTransform = player.GetComponent <Transform>(); playerTransform.localPosition = new Vector2(playerXpos, playerYpos); Camera.main.transform.position = new Vector3(playerTransform.position.x, playerTransform.position.y, Camera.main.transform.position.z); skillsMenuUI.SetSkillPointsSpent(int.Parse(playerSave[8])); Time.timeScale = 1; //Need to update currentgame with data from player save CopyPlayerSaveToCurrentGame(playerSave); if (saveID != 0) { LoadWorldItems(); LoadPrefabQuests(); } print("game loaded"); }
public string[] GetDialogueNodeData(string nodeID) { string[] nodeData = DbCommands.GetTupleFromTable("DialogueNodes", "NodeIDs = " + nodeID); return(nodeData); }