示例#1
0
 public StoryDialogBox(Size screenSize, SpriteFont font, bool gamePad)
 {
     _gamePad   = gamePad;
     ScreenSize = screenSize;
     _font      = font;
     StoryState = StoryState.Closed;
 }
示例#2
0
        public void Process(StoryState state)
        {
            Network.Messenger.SendPacket(PMDCP.Sockets.TcpPacket.CreatePacket("actonaction"));

            state.StoryPaused = true;
            state.Pause();
        }
示例#3
0
    IEnumerator StayAndListenDialog()
    {
        //Bring up the black screen
        StartCoroutine(BlackScreenFadeIn(0.05f));
        yield return(new WaitForSeconds(0.5f));

        storyUI.SetActive(false);

        dialogBackground.SetActive(true);
        SetActiveVirtualCamera(1);

        StartCoroutine(BlackScreenFadeOut(0.005f));
        yield return(new WaitForSeconds(0.05f));


        yield return(new WaitForSeconds(1.0f));


        // Bring up some noise/sound here
        storyText.text = "......";
        storyUI.SetActive(true);
        backgroundNoise.Play();

        mouseEventIndex = 50;
        _currState      = StoryState.WaitForPlayerInput;
        // the length of it is according to the sound length
        //yield return new WaitForSeconds(2.0f);
    }
示例#4
0
    IEnumerator StayAndListenDialog2()
    {
        // Prepare to get out of the black scene
        storyUI.SetActive(false);
        StartCoroutine(BlackScreenFadeIn(0.005f));
        yield return(new WaitForSeconds(0.05f));

        dialogBackground.SetActive(false);
        workers.SetActive(false);
        StartCoroutine(BlackScreenFadeOut(0.05f));
        yield return(new WaitForSeconds(0.5f));



        // Dialog after the press conference
        yield return(new WaitForSeconds(1.0f));

        storyText.text = "That was a pretty boring conference.";
        storyUI.SetActive(true);

        mouseEventIndex = 51;
        _currState      = StoryState.WaitForPlayerInput;

/*        yield return new WaitForSeconds(2.0f);
 *      yield return new WaitForSeconds(2.0f);
 *      yield return new WaitForSeconds(2.0f);
 *      optionUIBox1Text.text = "Leaving";
 *      optionUIBox2Text.text = "Sneaking";
 *      storyUI.SetActive(false);
 *      optionUI.SetActive(true);
 *      statusUI.SetActive(true);
 *      _currState = StoryState.SecondChoice;*/
    }
示例#5
0
        public void Process(StoryState state)
        {
            Menus.MenuSwitcher.ShowBlankMenu();
            Components.SpokenTextMenu textMenu;
            IMenu menuToFind = Windows.WindowSwitcher.GameWindow.MenuManager.FindMenu("story-spokenTextMenu");

            if (menuToFind != null)
            {
                textMenu = (Components.SpokenTextMenu)menuToFind;
            }
            else
            {
                textMenu = new Components.SpokenTextMenu("story-spokenTextMenu", Windows.WindowSwitcher.GameWindow.MapViewer.Size);
            }
            textMenu.DisplayText(StoryProcessor.ReplaceVariables(question), mugshot);
            Windows.WindowSwitcher.GameWindow.MenuManager.AddMenu(textMenu, true);

            Components.OptionSelectionMenu optionMenu = new Components.OptionSelectionMenu("story-optionSelectionMenu", Windows.WindowSwitcher.GameWindow.MapViewer.Size, options);
            optionMenu.OptionSelected += new Components.OptionSelectionMenu.OptionSelectedDelegate(optionMenu_OptionSelected);
            Windows.WindowSwitcher.GameWindow.MenuManager.AddMenu(optionMenu, true);

            Windows.WindowSwitcher.GameWindow.MenuManager.SetActiveMenu(optionMenu);
            Windows.WindowSwitcher.GameWindow.MenuManager.BlockInput = true;

            storyState = state;

            state.Pause();

            optionMenu.OptionSelected -= new Components.OptionSelectionMenu.OptionSelectedDelegate(optionMenu_OptionSelected);
            Windows.WindowSwitcher.GameWindow.MenuManager.RemoveMenu(optionMenu);

            //if (state.NextSegment == null || !state.NextSegment.UsesSpeechMenu) {
            Windows.WindowSwitcher.GameWindow.MenuManager.RemoveMenu(textMenu);
            //}
        }
示例#6
0
 public void Process(StoryState state)
 {
     if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground != null) {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground.Dispose();
     }
     Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground = Logic.Graphics.SurfaceManager.LoadSurface(IO.Paths.StoryDataPath + "Backgrounds/" + file);
 }
示例#7
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 public void LoadOptions()
 {
     if (_activeStory.CanContinue)
     {
         LoadDialogBox();
     }
     else if (_activeStory.Choices.Count > 0)
     {
         var optionBoxes = new List <OptionTextBox>();
         var choices     = _activeStory.Choices;
         for (var i = 0; i < choices.Count; i++)
         {
             var option = new OptionTextBox(ScreenSize, _font, i, choices[i]);
             optionBoxes.Add(option);
             option.Show();
             option.InteractEvent += (sender, args) => ChooseOption(option);
         }
         OptionTextBoxFactory.LineTextBoxes(optionBoxes, ScreenSize);
         _currentTextBox = new OptionTextBoxList(optionBoxes, _gamePad);
         StoryState      = StoryState.Option;
     }
     else
     {
         EndDialog();
     }
 }
示例#8
0
 public void Process(StoryState state)
 {
     state.ResetWaitEvent();
     if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground != null) {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground = null;
     }
 }
示例#9
0
        /// <summary>
        ///
        /// </summary>
        public void GoTo(string passageName)
        {
            if (this.State != StoryState.Idle)
            {
                throw new InvalidOperationException(
                          // Paused
                          this.State == StoryState.Paused ?
                          "The story is currently paused. Resume() must be called before advancing to a different passage." :
                          // Playing
                          this.State == StoryState.Playing || this.State == StoryState.Exiting ?
                          "The story can only be advanced when it is in the Idle state." :
                          // Complete
                          "The story is complete. Reset() must be called before it can be played again."
                          );
            }

            // Indicate specified passage as next
            _passageWaitingToEnter = passageName;

            if (CurrentPassageName != null)
            {
                this.State = StoryState.Exiting;

                // invoke exit cues
                CuesInvoke(CuesFind("Exit", reverse: true));
            }

            if (this.State != StoryState.Paused)
            {
                Enter(passageName);
            }
        }
示例#10
0
 public void LoadDialogBox()
 {
     if (!_activeStory.Complete)
     {
         var storyText = _activeStory.CurrentText;
         var dialogBox = new DialogBox(ScreenSize, _font, storyText);
         dialogBox.InteractEvent += (sender, args) =>
         {
             if (_activeStory.CanContinue)
             {
                 _activeStory.Continue();
                 LoadDialogBox();
             }
             else
             {
                 LoadOptions();
             }
         };
         dialogBox.Show();
         _currentTextBox = dialogBox;
         StoryState      = StoryState.Dialog;
     }
     else
     {
         EndDialog();
     }
 }
示例#11
0
 private void FirstMouseEvent()
 {
     storyUI.SetActive(false);
     SetUpFirstChoice();
     optionUI.SetActive(true);
     statusUI.SetActive(true);
     _currState = StoryState.FirstChoice;
 }
示例#12
0
 public void Process(StoryState state)
 {
     state.ResetWaitEvent();
     if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground != null)
     {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground = null;
     }
 }
示例#13
0
 public StoryStateWrapper(StoryState state)
 {
     cPath = state.currentPathString;
     if (cPath == null && state.currentChoices.Count > 0)
     {
         cPath = state.currentChoices[0].targetPath.ToString();
     }
 }
 public void Process(StoryState state)
 {
     if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground != null)
     {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground.Dispose();
     }
     Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.StoryBackground = Logic.Graphics.SurfaceManager.LoadSurface(IO.Paths.StoryDataPath + "Backgrounds/" + file);
 }
示例#15
0
 public void Prepare(InputManager im)
 {
     inputManager  = im;
     batterManager = inputManager.GetComponent <BattleManager> ();
     sceneManager  = inputManager.GetComponent <SceneManager> ();
     mainCamera    = GameObject.Find("Main Camera");
     story         = StoryState.fadein;
 }
示例#16
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 public void Process(StoryState state)
 {
     this.storyState = state;
     for (int i = state.FNPCs.Count - 1; i >= 0; i--) {
         if (state.FNPCs[i].ID == id) {
             state.FNPCs.RemoveAt(i);
         }
     }
 }
示例#17
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 public Caravan()
 {
     this.pawns      = new ThingOwner <Pawn>(this, false, LookMode.Reference);
     this.pather     = new Caravan_PathFollower(this);
     this.gotoMote   = new Caravan_GotoMoteRenderer();
     this.tweener    = new Caravan_Tweener(this);
     this.trader     = new Caravan_TraderTracker(this);
     this.storyState = new StoryState(this);
 }
示例#18
0
        public Alliance(string name, Faction faction, AllianceGoalDef goal)
        {
            Name            = name;
            FactionOwner    = faction;
            AllianceGoalDef = goal;
            storyState      = new StoryState(this);

            InitializeStorytellerComps();
        }
示例#19
0
        public void Process(StoryState state)
        {
            this.storyState = state;
            state.ResetWaitEvent();

            Components.ScreenImageOverlay imageOverlay = new Components.ScreenImageOverlay(file, imageID, x, y);
            imageOverlay.LoadImage();
            Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.Add(imageOverlay);
        }
示例#20
0
        void Story_OnStateChanged(StoryState state)
        {
            if (!state.In(StoryState.Idle, StoryState.Paused))
            {
                return;
            }

            RefreshText();
        }
示例#21
0
 /// <summary>
 /// Setup and run the story using the parents cancellationTokenSource & refreshRate
 /// </summary>
 /// <returns></returns>
 public void Start(CancellationTokenSource cancellationTokenSource, RefreshRate refreshRate)
 {
     RefreshRate             = refreshRate;
     StepCount               = (int)Duration.TotalMilliseconds / (int)RefreshRate;
     CancellationTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancellationTokenSource.Token);
     Setup();
     State = StoryState.Running;
     OnStarted?.Invoke(this, EventArgs.Empty);
     Begin();
 }
示例#22
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        /// <summary>
        /// While the story is playing, pauses the execution of the current story thread.
        /// </summary>
        public void Pause()
        {
            if (this.State != StoryState.Playing && this.State != StoryState.Exiting)
            {
                throw new InvalidOperationException("Pause can only be called while a passage is playing or exiting.");
            }

            this.State       = StoryState.Paused;
            _timeAccumulated = Time.time - _timeChangedToPlay;
        }
示例#23
0
 private void Awake()
 {
     Instance   = this;
     storyState = StoryState.BeforeFirstTap;
     // Set up the camera correctly
     if (mainCamera == null)
     {
         mainCamera = Camera.main;
     }
 }
示例#24
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 public static StoryCard Create(string title, string description, StoryState storyState)
 {
     return new StoryCard
         {
             Id = 1,
             Title = title,
             Description = description,
             State = storyState
         };
 }
示例#25
0
    IEnumerator WaitForCamMoveAndPrintText(float cameraMoveTime)
    {
        SetActiveVirtualCamera(1);
        //DirectorCam.GetComponent<PlayableDirector>().Play();
        yield return(new WaitForSeconds(cameraMoveTime));

        storyText.fontStyle = FontStyle.Normal;
        storyText.text      = story[nextLine++].ToString();
        //yield return new WaitForSeconds(autoNextLineTime);
        _currState = StoryState.WaitForPlayerInput;
    }
示例#26
0
 private void Start()
 {
     mouseEventIndex = 0;
     GenerateStoryBlock1();
     storyUI.SetActive(true);
     statusUI.SetActive(false);
     optionUI.SetActive(false);
     storyText.fontStyle = FontStyle.BoldAndItalic;
     storyText.text      = story[nextLine++].ToString();
     _currState          = StoryState.WaitForPlayerInput;
 }
示例#27
0
 public void Process(StoryState state)
 {
     this.storyState = state;
     for (int i = 0; i < state.FNPCs.Count; i++)
     {
         if (state.FNPCs[i].ID == id)
         {
             state.FNPCs[i].Direction = direction;
         }
     }
 }
示例#28
0
    IEnumerator SneakingFirstToActualPress()
    {
        StartCoroutine(BlackScreenFadeIn(0.05f));
        yield return(new WaitForSeconds(0.5f));

        //backgroundNoise.Stop();
        //sunLight.GetComponent<Light>().color = new Color(0.97f, 0.8f, 0.3f, 1.0f);
        sunLight.transform.rotation = new Quaternion(0.83256495f, -0.255243957f, -0.0428712703f, 0.489742935f);
        _currState = StoryState.DialogBeforeSecondChoice;
        StartCoroutine(StayAndListenDialog2());
    }
示例#29
0
 public void Process(StoryState state)
 {
     storyState = state;
     for (int i = state.FNPCs.Count - 1; i >= 0; i--)
     {
         if (state.FNPCs[i].ID == id)
         {
             state.FNPCs.RemoveAt(i);
         }
     }
 }
示例#30
0
 // Start is called before the first frame update
 void Start()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Debug.LogError("We have a situation here " + StoryState.instance.gameObject.name + " and " + gameObject.name);
     }
 }
示例#31
0
        public static Story By(int id, StoryState state)
        {
            Story value = By(id);

            if(value != null && value.State == state)
            {
                return value;
            }

            return null;
        }
示例#32
0
        protected void Init()
        {
            _state      = StoryState.Idle;
            this.Output = new List <StoryOutput>();

            NumberOfLinksDone = 0;
            PassageHistory.Clear();
            InsertStack.Clear();

            CurrentPassage = null;
        }
 public StoryStateWrapper(StoryState state)
 {
     cPath = state.currentPathString;
     if (cPath == null && state.currentChoices.Count > 0)
     {
         cPath = state.currentChoices[0].targetPath.ToString();
     }
     if (cPath == null) // Again! Means that this is END/DONE
     {
         cPath = state.previousPointer.path.ToString();
     }
 }
示例#34
0
 public void Process(StoryState state)
 {
     storyState = state;
     for (int i = 0; i < state.FNPCs.Count; i++)
     {
         if (state.FNPCs[i].ID == id)
         {
             state.FNPCs[i].X = x;
             state.FNPCs[i].Y = y;
         }
     }
 }
示例#35
0
 public void Process(StoryState state) {
     int index = -1;
     for (int i = 0; i < Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.Count; i++) {
         if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays[i].ImageID == imageID) {
             index = i;
             break;
         }
     }
     if (index > -1) {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.RemoveAt(index);
     }
 }
    public void TriggerUnderwater()
    {
        state = StoryState.Underwater;

        RenderSettings.skybox = underwaterSkybox;
        RenderSettings.fogColor = underwaterFogColor;
        RenderSettings.fogDensity = underwaterFogDensity;

        StartCoroutine( FadeInVolume( underwaterSFX ) );
        StartCoroutine( FadeOutVolume( shipSFX ) );
        StartCoroutine( FadeOutVolume( forestSFX ) );

        StartCoroutine( FadeFog( underwaterFogColor, underwaterFogDensity ) );
    }
 public void TriggerForest()
 {
     state = StoryState.Forest;
     StartCoroutine( ForestTransition() );
 }
示例#38
0
 public void Process(StoryState state)
 {
     state.ResetWaitEvent();
     Music.Music.AudioPlayer.StopMusic();
 }
示例#39
0
 public void Process(StoryState state)
 {
     Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenVisible = this.visible;
 }
示例#40
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 public static IEnumerable<Story> In(StoryState state)
 {
     return All()
         .Where(s => s.State == state);
 }
 public void Process(StoryState state)
 {
     this.storyState = state;
     this.storyState.CurrentSegment = segment - 1;
 }
示例#42
0
        public void Process(StoryState state)
        {
            this.storyState = state;
            FNPCs.FNPC fnpc = new FNPCs.FNPC();
            fnpc.MapID = parentMapID;
            fnpc.X = x;
            fnpc.Y = y;
            fnpc.Sprite = sprite;
            fnpc.Form = form;
            fnpc.Shiny = shiny;
            fnpc.Sex = gender;
            fnpc.ID = id;

            state.FNPCs.Add(fnpc);
        }
示例#43
0
        public void Process(StoryState state)
        {
            Menus.MenuSwitcher.ShowBlankMenu();
            Components.SpokenTextMenu textMenu;
            IMenu menuToFind = Windows.WindowSwitcher.GameWindow.MenuManager.FindMenu("story-spokenTextMenu");
            if (menuToFind != null) {
                textMenu = (Components.SpokenTextMenu)menuToFind;
            } else {
                textMenu = new Components.SpokenTextMenu("story-spokenTextMenu", Windows.WindowSwitcher.GameWindow.MapViewer.Size);
            }
            textMenu.DisplayText(StoryProcessor.ReplaceVariables(question), mugshot);
            Windows.WindowSwitcher.GameWindow.MenuManager.AddMenu(textMenu, true);

            Components.OptionSelectionMenu optionMenu = new Components.OptionSelectionMenu("story-optionSelectionMenu", Windows.WindowSwitcher.GameWindow.MapViewer.Size, this.options);
            optionMenu.OptionSelected += new Components.OptionSelectionMenu.OptionSelectedDelegate(optionMenu_OptionSelected);
            Windows.WindowSwitcher.GameWindow.MenuManager.AddMenu(optionMenu, true);

            Windows.WindowSwitcher.GameWindow.MenuManager.SetActiveMenu(optionMenu);
            Windows.WindowSwitcher.GameWindow.MenuManager.BlockInput = true;

            this.storyState = state;

            state.Pause();

            optionMenu.OptionSelected -= new Components.OptionSelectionMenu.OptionSelectedDelegate(optionMenu_OptionSelected);
            Windows.WindowSwitcher.GameWindow.MenuManager.RemoveMenu(optionMenu);

            //if (state.NextSegment == null || !state.NextSegment.UsesSpeechMenu) {
                Windows.WindowSwitcher.GameWindow.MenuManager.RemoveMenu(textMenu);
            //}
        }
示例#44
0
 public void Process(StoryState state)
 {
     Network.Messenger.SendPacket(PMDCP.Sockets.TcpPacket.CreatePacket("actonaction"));
 }
示例#45
0
 public void Process(StoryState state)
 {
     int index = -1;
     for (int i = 0; i < Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.Count; i++) {
         if (Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays[i].ImageID == imageID) {
             index = i;
             break;
         }
     }
     if (index > -1) {
         Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.RemoveAt(index);
     }
 }
示例#46
0
 public void Process(StoryState state)
 {
     Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.PlayersVisible = false;
 }
 public void Process(StoryState state)
 {
     switch (this.state) {
         case Enums.PadlockState.Lock: {
                 Players.PlayerManager.MyPlayer.MovementLocked = true;
             }
             break;
         case Enums.PadlockState.Unlock: {
                 Players.PlayerManager.MyPlayer.MovementLocked = false;
             }
             break;
     }
 }
示例#48
0
 public void Process(StoryState state)
 {
     this.storyState = state;
     string fileToPlay = null;
     if (file == "%mapmusic%") {
         fileToPlay = Maps.MapHelper.ActiveMap.Music;
     } else {
         fileToPlay = file;
     }
     if (!string.IsNullOrEmpty(fileToPlay)) {
         Music.Music.AudioPlayer.PlayMusic(fileToPlay, this.loop ? -1 : 1, !honorSettings, true);
     }
 }
示例#49
0
        public void Process(StoryState state)
        {
            Menus.MenuSwitcher.ShowBlankMenu();
            Components.SpokenTextMenu textMenu;
            IMenu menuToFind = Windows.WindowSwitcher.GameWindow.MenuManager.FindMenu("story-spokenTextMenu");
            if (menuToFind != null) {
                textMenu = (Components.SpokenTextMenu)menuToFind;
            } else {
                textMenu = new Components.SpokenTextMenu("story-spokenTextMenu", Windows.WindowSwitcher.GameWindow.MapViewer.Size);
            }
            textMenu.Click += new EventHandler<SdlDotNet.Widgets.MouseButtonEventArgs>(textMenu_Click);
            textMenu.KeyDown += new EventHandler<SdlDotNet.Input.KeyboardEventArgs>(textMenu_KeyDown);
            textMenu.DisplayText(StoryProcessor.ReplaceVariables(text), speaker);
            Windows.WindowSwitcher.GameWindow.MenuManager.AddMenu(textMenu, true);
            Windows.WindowSwitcher.GameWindow.MenuManager.BlockInput = false;

            this.storyState = state;

            if (Windows.WindowSwitcher.GameWindow.BattleLog.Visible) {
                Windows.WindowSwitcher.GameWindow.BattleLog.Hide();
            }

            state.Pause();

            textMenu.Click -= new EventHandler<SdlDotNet.Widgets.MouseButtonEventArgs>(textMenu_Click);
            textMenu.KeyDown -= new EventHandler<SdlDotNet.Input.KeyboardEventArgs>(textMenu_KeyDown);

            if (state.NextSegment == null || !state.NextSegment.UsesSpeechMenu) {
                Windows.WindowSwitcher.GameWindow.MenuManager.RemoveMenu(textMenu);
            }
        }
示例#50
0
        public void Process(StoryState state)
        {
            Network.Messenger.SendPacket(PMU.Sockets.TcpPacket.CreatePacket("actonaction"));

            state.StoryPaused = true;
            state.Pause();
        }
示例#51
0
        public void Process(StoryState state)
        {
            this.storyState = state;
            for (int i = 0; i < state.FNPCs.Count; i++) {
                if (state.FNPCs[i].ID == id) {
                    state.FNPCs[i].TargetX = x;
                    state.FNPCs[i].TargetY = y;
                }
            }

            if (this.pause) {
                state.StoryPaused = true;
                state.Pause();
                state.StoryPaused = false;
            }
        }
 public void Process(StoryState state)
 {
     this.storyState = state;
     for (int i = 0; i < state.FNPCs.Count; i++) {
         if (state.FNPCs[i].ID == id) {
             state.FNPCs[i].Direction = direction;
         }
     }
 }
 public void Process(StoryState state)
 {
     this.storyState = state;
     Players.PlayerManager.MyPlayer.Direction = direction;
     Network.Messenger.SendPlayerDir();
 }
示例#54
0
        public void Process(StoryState state)
        {
            this.storyState = state;
            state.ResetWaitEvent();

            Components.ScreenImageOverlay imageOverlay = new Components.ScreenImageOverlay(file, imageID, x, y);
            imageOverlay.LoadImage();
            Logic.Graphics.Renderers.Screen.ScreenRenderer.RenderOptions.ScreenImageOverlays.Add(imageOverlay);
        }
示例#55
0
        public void Process(StoryState state)
        {
            this.storyState = state;

            Players.MyPlayer myPlayer = Players.PlayerManager.MyPlayer;
            myPlayer.TargetX = x;
            myPlayer.TargetY = y;
            myPlayer.StoryMovementSpeed = (Enums.MovementSpeed)speed;

            if (this.pause) {
                state.StoryPaused = true;
                state.Pause();
                state.StoryPaused = false;
            }
        }
 public void TriggerSurface()
 {
     state = StoryState.Surface;
     StartCoroutine(SurfaceTransition());
 }
示例#57
0
 public void Process(StoryState state)
 {
     state.Pause(length);
 }
示例#58
0
 public void Process(StoryState state)
 {
     this.storyState = state;
     for (int i = 0; i < state.FNPCs.Count; i++) {
         if (state.FNPCs[i].ID == id) {
             state.FNPCs[i].X = x;
             state.FNPCs[i].Y = y;
         }
     }
 }