void Start() { trig = GameObject.Find("StoryElement").GetComponent <StoryTrigger>(); triggers = GameObject.FindGameObjectsWithTag("storypad"); abcTriggerGroup = GameObject.Find("ABCTriggerGroup").GetComponent <TriggerGroupBehaviour>(); gate = GameObject.Find("Gateway").GetComponent <GateBehavior>(); targets = GameObject.Find("Targets").GetComponent <TargetGroupBehavior>(); trap = GameObject.Find("TrapWall").GetComponent <TrapBehaviour>(); // these are used to refer the index of each trigger abcTriggers = new char[] { 'A', 'B', 'C' }; gate = GameObject.Find("Gateway").GetComponent <GateBehavior>(); targets = GameObject.Find("Targets").GetComponent <TargetGroupBehavior>(); nextRoom = GameObject.Find("NextRoom").GetComponent <NextRoomBehaviour>(); nextRoomDoor = GameObject.Find("NextRoomDoor").GetComponent <NextRoomDoorBehaviour>(); bll = GameObject.Find("Ball").GetComponent <BallBehaviour>(); print("bll " + bll); print("abc " + abcTriggerGroup); tasktext.text = "Task: Hit a story panel."; // Set initial task text }
public override void Compare(UnityEngine.Object obj) { StoryTrigger sTrigger = (StoryTrigger)obj; if (sTrigger.gameObject.name.Contains(sTriggerName)) { value++; } }
public void SetTriggerValue(string path, object value) { string strTrigger = GetUntilOrEmpty(path, "/"); string strPart = path.Replace(strTrigger, ""); strPart = strPart.Trim('/'); StoryTrigger st = StringToStoryTrigger(strTrigger); st.SetTriggerValue(strPart, value); }
public object GetTriggerValue(string path) { string strTrigger = GetUntilOrEmpty(path, "/"); string strPart = path.Replace(strTrigger, ""); strPart = strPart.Trim('/'); StoryTrigger st = StringToStoryTrigger(strTrigger); return(st.GetTriggerValue(strPart)); }
private void OnEnable() { storyTrigger = (StoryTrigger)target; scene = serializedObject.FindProperty("triggerParts"); list = new ReorderableList(serializedObject, scene) { displayAdd = true, displayRemove = true, draggable = true, drawHeaderCallback = rect => { EditorGUI.LabelField(rect, storyTrigger.name); }, drawElementCallback = DrawListItems, elementHeightCallback = ElementHeightCallback }; index = 0; //scene = new PropertyField(property.FindPropertyRelative("newScene"); }
private void OnCollisionEnter2D(Collision2D collision) { CollectAble collectAble = collision.gameObject.GetComponent <CollectAble>(); if (collectAble != null) { Destroy(collectAble.gameObject); collectCount++; } StoryTrigger storyTrigger = collision.gameObject.GetComponent <StoryTrigger>(); if (storyTrigger != null) { if (!storyTrigger.Hit) { Listening(storyTrigger.GetSelectedAudioClip().length); storyTrigger.Hit = true; } } }
// 開始時執行 public override void OnEnter() { storyTrigger = Trigger.GetComponent <StoryTrigger>(); storyTrigger.haveMission = haveMission; Continue(); }
public bool StoryUnknown(StoryTrigger story) { return(!knownStories.Contains(story)); }
public bool LoadGame() { GameData gameData = SaveSystem.LoadGameData(); if (gameData != null) { //Beginning load isLoading = true; if (sr.battleSetup.InBattle) { sr.battleSetup.ExitBattleState(); } sr.battleSetup.InCutscene = false; sr.battleSetup.gamePaused = false; sr.battleSetup.ForceEndCutscene(); sr.battleSetup.choiceOpen = false; sr.battleSetup.dialogueBoxNext = false; sr.battleSetup.dialogueBoxOpen = false; sr.canvasCollection.CloseState(CanvasCollection.UIState.MainMenu); sr.canvasCollection.CloseState(CanvasCollection.UIState.Options); sr.canvasCollection.MenuPanelOpen = false; sr.canvasCollection.OptionsPanelOpen = false; //Perform Clean-up sr.battleSetup.DestroyAllChildLunen(); //Load standard variables sr.battleSetup.GuidList = gameData.GuidList; //Give the player all their items sr.inventory.listOfItems.Clear(); foreach (GameData.InventoryItem a in gameData.InventoryItems) { sr.inventory.listOfItems.Add(new Inventory.InventoryEntry(sr.database.IndexToItem(a.itemIndex), a.itemAmount)); } sr.inventory.gold = gameData.gold; //Restore Save Triggers foreach (GameData.TriggerSet triggerSet in gameData.SaveTriggers) { StoryTrigger st = sr.database.StringToStoryTrigger(triggerSet.setName); foreach (GameData.TriggerSave save in triggerSet.triggerParts) { switch (save.triggerType) { case TriggerTypes.Bool: st.SetTriggerValue(save.triggerTITLE, save.triggerBool); break; case TriggerTypes.Int: st.SetTriggerValue(save.triggerTITLE, save.triggerInt); break; case TriggerTypes.Float: st.SetTriggerValue(save.triggerTITLE, save.triggerFloat); break; case TriggerTypes.Double: st.SetTriggerValue(save.triggerTITLE, save.triggerDouble); break; case TriggerTypes.String: st.SetTriggerValue(save.triggerTITLE, save.triggerString); break; } } } //Then give the player all their lunen foreach (GameData.PlayerLunen pl in gameData.PlayerTeam) { sr.battleSetup.PlayerLunenTeam.Add(GeneratePlayerLunen(pl)); } sr.storageSystem.StoredLunen = gameData.StorageLunen; sr.director.LoadTeams(); sr.battleSetup.lastOverworld = gameData.currentScene; Debug.Log(gameData.currentScene); //Get respawn variables sr.battleSetup.respawnLocation = new Vector2(gameData.respawnX, gameData.respawnY); sr.battleSetup.respawnScene = gameData.respawnScene; sr.battleSetup.respawnDirection = (MoveScripts.Direction)gameData.respawnDirection; //Preparing player position, area, and facing direction sr.battleSetup.NewOverworldAt(sr.battleSetup.lastOverworld, new Vector2(gameData.positionX, gameData.positionY), (MoveScripts.Direction)gameData.facingDirection); return(true); } return(false); }