public void StartNewText(TextAsset textAsset) { lockDialogue = false; if (handlingText != null) { StopCoroutine(handlingText); } ResetDialogueVariables(); DetachCamera.Reattach(); chapterProgress = -1; HandleDialogueText(textAsset); }
void Update() { if (FindObjectOfType <ActivateMenu>().isPaused == false) { if (Input.GetKeyDown(KeyCode.Tab)) { if (journalActive) { DialogueController.lockDialogue = false; DetachCamera.Reattach(); JournalCanvas.ChangeCanvasGroupVisibility(false); journalActive = false; if (DialogueController.instance.HandlingText == false) { Cursor.lockState = prevLock; Cursor.visible = prevCursorVisible; } sound.PlayOneShot(hideSound); } else { DialogueController.lockDialogue = true; DetachCamera.Detach(); JournalCanvas.ChangeCanvasGroupVisibility(true); journalActive = true; prevLock = Cursor.lockState; prevCursorVisible = Cursor.visible; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; sound.PlayOneShot(showSound); } } } //if (journalActive) //{ // Cursor.lockState = CursorLockMode.None; // Cursor.visible = true; //} //else //{ // Cursor.lockState = CursorLockMode.Locked; // Cursor.visible = false; //} }
private IEnumerator _HandleDialogueText(TextAsset text) { yield return(new WaitForEndOfFrame()); while (data != null && chapterProgress < data.Count) { //Debug.Log("waiting for next in chapter file"); if (_next && isHandlingLine == false) { string line = data[chapterProgress]; LineType lineType = GetLineType(line); //Debug.Log(lineType.ToString()); HandlingLineCoroutine = StartCoroutine(LineHandlers[lineType].HandleLine(line)); sound.clip = sounds[UnityEngine.Random.Range(0, sounds.Length - 1)]; if (lineType != LineType.Choice) { sound.Play(); } while (isHandlingLine) { yield return(new WaitForEndOfFrame()); } sound.Stop(); yield return(new WaitForEndOfFrame()); } yield return(new WaitForEndOfFrame()); } //Debug.Log("Progress: " + chapterProgress + " TOTAL: " + data.Count); while (!_next) { yield return(new WaitForEndOfFrame()); } DetachCamera.Reattach(); GetComponent <CanvasGroup>().ChangeCanvasGroupVisibility(false); ResetDialogueVariables(); if (currentDialogueable != null) { currentDialogueable._interacting = false; } sound.Stop(); currentDialogueable = null; }
public void Resume() //resume game and hide menu { isPaused = false; Menu.SetActive(false); if (DialogueController.instance.HandlingText == false && JournalActivator.IsPaused == false) { Cursor.visible = prevCursorVisible; Cursor.lockState = prevLock; } DetachCamera.Reattach(); dialogueCanvasGroup.alpha = dialogueAlpha; journalCanvasGroup.alpha = journalAlpha; DialogueController.lockDialogue = false; }