示例#1
0
    void TalkWithNPC(Collider2D collision)
    {
        // Opens Dialogue Manager and uses NPC's first line
        if (!dMan.bDialogueActive)
        {
            dMan.portPic       = portPic;
            dMan.dialogueLines = dialogueLines;
            dMan.ShowDialogue();

            // Activates Options Holder if any options
            if (GetComponent <OptionsHolder>())
            {
                GetComponent <OptionsHolder>().PrepareOptions();
            }
        }

        // Stop NPC movement
        if (transform.parent.GetComponent <NPCMovement>())
        {
            transform.parent.GetComponent <NPCMovement>().bCanMove = false;
        }

        // NPC looks at player if there's an animation/animator
        if (anim &&
            collision)
        {
            if (anim.GetBool("bIsSitting"))
            {
                OrientSittingNPC(collision);
            }
            else if (anim.GetBool("bIsVogging"))
            {
                OrientVoggingNPC(collision);
            }
            else
            {
                OrientNPC(collision);
            }
        }

        // Stop UI controls / actions
        touches.bAaction = false;

        // Run any actions
        scriptMan.DialogueAction(action);
        if (bActionOnClose)
        {
            scriptMan.ActionOnClose(action);
        }
    }
示例#2
0
    public void EndQuest()
    {
        if (!bHasEnded)
        {
            dMan.portPic = portPic;
            qMan.ShowQuestText(endText);
            qMan.questsEnded[questNumber] = true;
            bHasEnded = true;

            // Run any actions
            if (bActionOnClose)
            {
                sMan.ActionOnClose(action);
            }
        }
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        // Drives NPC interaction
        if (collision.gameObject.CompareTag("Player"))
        {
            // DC TODO 02/13/19 -- Throws an error if a player saves & loads with in an NPC's dialogue zone
            // Need to identify order of execution or utilize another variable to prevent
            if (!qMan.questsCollected[questNumber])
            {
                // Bool set on GameObject directs NPC interaction
                if (bBeginQuest &&
                    !qMan.questsStarted[questNumber])
                {
                    // Stop NPC movement
                    if (transform.parent.GetComponent <NPCMovement>())
                    {
                        transform.parent.GetComponent <NPCMovement>().bCanMove = false;
                    }

                    // NPC looks at player if there's an animation/animator
                    if (npcAnim)
                    {
                        if (npcAnim.GetBool("bIsSitting"))
                        {
                            OrientSittingNPC(collision);
                        }
                        else if (npcAnim.GetBool("bIsVogging"))
                        {
                            OrientVoggingNPC(collision);
                        }
                        else
                        {
                            OrientNPC(collision);
                        }
                    }

                    // Quest Text
                    qMan.quests[questNumber].BeginQuest();

                    // Run any actions
                    scriptMan.QuestAction(action);
                    if (bActionOnClose)
                    {
                        scriptMan.ActionOnClose(action);
                    }
                }

                if (bEndQuest &&
                    !qMan.questsEnded[questNumber])
                {
                    // Stop NPC movement
                    if (transform.parent.GetComponent <NPCMovement>())
                    {
                        transform.parent.GetComponent <NPCMovement>().bCanMove = false;
                    }

                    // NPC looks at player if there's an animation/animator
                    if (npcAnim)
                    {
                        if (npcAnim.GetBool("bIsSitting"))
                        {
                            OrientSittingNPC(collision);
                        }
                        else if (npcAnim.GetBool("bIsVogging"))
                        {
                            OrientVoggingNPC(collision);
                        }
                        else
                        {
                            OrientNPC(collision);
                        }
                    }

                    // Quest Text
                    qMan.quests[questNumber].EndQuest();

                    // Run any actions
                    scriptMan.QuestAction(action);
                    if (bActionOnClose)
                    {
                        scriptMan.ActionOnClose(action);
                    }
                }
            }
        }
    }