void Awake() { Dialoguer.Initialize(); startTime = Time.time; startPosition = transform.position; destination = new Vector3(startPosition.x + 2, startPosition.y, startPosition.z); }
// Use this for initialization void Start() { player = (playerScript)FindObjectOfType(typeof(playerScript)); sceneInit(); if (loadNewXML || !Dialoguer.isInitialized()) { Dialoguer.Initialize(dialoguer); GameManager.offset = 0; if (GameManager.offset == 0) { GameManager.offset = setOffset; } setOffset = 0; } GameManager.dialogueJustFinished = false; if (autoPlay) { playDialogue(); } }
void Start() { inputMgr = GameManager.Inst().InputManager(); dialogueMgr = GameManager.Inst().DialogueManager(); Dialoguer.Initialize(); SetupDialogueEvents(); origContinuePosX = continuePrompt.position.x; audioSrc = gameObject.AddComponent <AudioSource>(); audioSrc.clip = textSound; }
// Use this for initialization void Start() { // Initialize the Dialoguer Dialoguer.Initialize(); addDialoguerEvents(); _showDialogueBox = false; //Invoke("startWindowTweenIn", 1); //Invoke("startWindowTweenOut", 5); }
//private string returnedString = string.Empty; void Start() { // Initialize the Dialoguer Dialoguer.Initialize(); // If the Global Variables state already exists, LOAD it into Dialoguer if (PlayerPrefs.HasKey(GLOBAL_VARIABLE_SAVE_KEY)) { Dialoguer.SetGlobalVariablesState(PlayerPrefs.GetString(GLOBAL_VARIABLE_SAVE_KEY)); //returnedString = PlayerPrefs.GetString(GLOBAL_VARIABLE_SAVE_KEY); } }
//private string returnedString = string.Empty; void Start() { // Initialize the Dialoguer Dialoguer.Initialize(); // If the Global Variables state already exists, LOAD it into Dialoguer if (PlayerPrefs.HasKey(GLOBAL_VARIABLE_SAVE_KEY)) { Dialoguer.SetGlobalVariablesState(PlayerPrefs.GetString(GLOBAL_VARIABLE_SAVE_KEY)); //returnedString = PlayerPrefs.GetString(GLOBAL_VARIABLE_SAVE_KEY); } // This can be saved anywhere, and loaded from anywhere the user wishes // To save the Global Variable State, get it with Dialoguer.GetGlobalVariableState() and save it where you wish }
void Awake() { initComponent(); Dialoguer.Initialize(); if (PlayerPrefs.HasKey("loadgame")) { PlayerPrefs.DeleteKey("loadgame"); if (checkGameData()) { LoadGame(); } else { DM.tipContent = "当前没有存档,无法读取。"; DM.tipTime = 3f; } } }
public void startGame() { Dialoguer.Initialize("chapter2"); // Initialize various managers for the game // Singleton pattern DontDestroyOnLoad(GameManager.Instance); DontDestroyOnLoad(SoundManager.Instance); GameManager.Instance.startState(test_Mode, sceneName); switch (GameManager.currentEpisode) { case 0: //GameManager.npcConversations[(int)NPCNames.Shammy] = 1; //GameManager.npcConversations[(int)NPCNames.CarlosFranco] = 4; //GameManager.npcConversations[(int)NPCNames.NoelAlt] = 3; //GameManager.offset = 8; break; } }
void Start() { Dialoguer.Initialize(); if (PlayerPrefs.GetInt("currentSaveData") != 0) { int x = PlayerPrefs.GetInt("currentSaveData"); if (PlayerPrefs.GetInt("hasSaveData" + x.ToString()) != 0) { GDM.LoadGame(); } else { Application.LoadLevel("0"); } } else { Application.LoadLevel("0"); } }
void Start() { Dialoguer.Initialize(); // DialoguerEvents Dialoguer.events.ClearAll(); //observe text init gCon = GameController.instance; obsTextPrefab = gCon.gameSettings.observeText; obsTextObj = Instantiate(obsTextPrefab, Vector3.zero, Quaternion.identity) as GameObject; obsTextObj.transform.SetParent(gCon.dialogueHolder.transform); obsTextObj.GetComponent <RectTransform> ().localPosition = obsTextPrefab.transform.position; obsTextObj.GetComponent <RectTransform> ().localScale = Vector3.one; obsTextC = obsTextObj.GetComponentInChildren <Text> (); obsTextObj.SetActive(false); //continue button init continueButtonPrefab = gCon.gameSettings.continueButton; continueButton = Instantiate(continueButtonPrefab, Vector3.zero, Quaternion.identity) as GameObject; continueButton.transform.SetParent(gCon.dialogueHolder.transform); continueButton.GetComponent <RectTransform> ().localPosition = continueButtonPrefab.transform.position; continueButton.GetComponent <RectTransform> ().localScale = Vector3.one; continueButton.SetActive(false); continueButton.GetComponent <Button> ().onClick.AddListener(() => Dialoguer.ContinueDialogue()); //endButton init endButtonPrefab = gCon.gameSettings.endButton; endButton = Instantiate(endButtonPrefab, Vector3.zero, Quaternion.identity) as GameObject; endButton.transform.SetParent(gCon.dialogueHolder.transform); endButton.GetComponent <RectTransform> ().localPosition = endButtonPrefab.transform.position; endButton.GetComponent <RectTransform> ().localScale = Vector3.one; endButton.SetActive(false); endButton.GetComponent <Button> ().onClick.AddListener(() => Dialoguer.EndDialogue()); Dialoguer.events.onStarted += OnStarted; Dialoguer.events.onEnded += OnEnded; Dialoguer.events.onTextPhase += OnTextPhase; }
void Awake() { Dialoguer.Initialize(); }
void Awake() { // You must initialize Dialoguer before using it! // This only needs to happen once, and should happen when your game is loaded Dialoguer.Initialize(); }
void Start() { Dialoguer.Initialize(); }
void Awake() { Dialoguer.Initialize(); Dialoguer.events.onMessageEvent += messageEvent; Dialoguer.events.onEnded += endDialogue; }
void Awake() { Dialoguer.Initialize(); DontDestroyOnLoad(transform.gameObject); }
// Use this for initialization void Start() { Dialoguer.Initialize(); Messenger.AddListener <int> ("announcement", handleAnnouncement); }
protected void Start() { Transport(Floor, PlayerPos); Dialoguer.Initialize(); DialoguerSkin.addDialoguerEvents(); }
private void Awake() { initComponent(); Dialoguer.Initialize(); }
void Awake() { // You must initialize Dialoguer before using it! Dialoguer.Initialize(); }
void Awake() { collidingWith = new List <GameObject>(); triggeringWith = new List <GameObject>(); Dialoguer.Initialize(); }