public static Dialogue_Settings Load(TextAsset _xml)
    {
        XmlSerializer     serializer = new XmlSerializer(typeof(Dialogue_Settings));
        StringReader      reader     = new StringReader(_xml.text);
        Dialogue_Settings dial       = serializer.Deserialize(reader) as Dialogue_Settings;

        return(dial);
    }
示例#2
0
 void Start()
 {
     i        = Level;
     Level    = 0;
     dialogue = Dialogue_Settings.Load(asset);
     PlayerPrefs.SetInt("SavePhrase", i);
     Debug.Log("Звучит и сохраняется фраза под номером: " + PlayerPrefs.GetInt("SavePhrase"));
     PlayerPrefs.SetInt("NumberOfLevel", SceneManager.GetActiveScene().buildIndex);
     Debug.Log("Вы перешли и сохранили " + PlayerPrefs.GetInt("NumberOfLevel") + " сцена");
     StopAllCoroutines();
     StartCoroutine(TypeDialogueText(dialogue.nodes[i].text));
 }