private void Next() { if (tp == Talking_person.LEFT) { Animator Ani = leftBtn.GetComponent <Animator>(); Ani.SetTrigger("small"); Animator Ani2 = rightBtn.GetComponent <Animator>(); Ani2.SetTrigger("big"); dia_count = (dia_count + 1) % dialogs.Count; tp = Talking_person.RIGHT; if (dialogs[dia_count].Length > 12) { rightText.text = dialogs[dia_count].Substring(0, 12); for (int i = 0; i < dialogs[dia_count].Length - 12; i++) { dia.Add(dialogs[dia_count].Substring(i + 1, 12)); } StartCoroutine(BubbleOut()); } else { rightText.text = dialogs[dia_count]; } } else { Animator Ani = rightBtn.GetComponent <Animator>(); Ani.SetTrigger("small"); Animator Ani2 = leftBtn.GetComponent <Animator>(); Ani2.SetTrigger("big"); dia_count = (dia_count + 1) % dialogs.Count; tp = Talking_person.LEFT; if (dialogs[dia_count].Length > 12) { leftText.text = dialogs[dia_count].Substring(0, 12); for (int i = 0; i < dialogs[dia_count].Length - 12; i++) { dia.Add(dialogs[dia_count].Substring(i + 1, 12)); } StartCoroutine(BubbleOut()); } else { leftText.text = dialogs[dia_count]; } } }
// Use this for initialization void Start() { dialogs = new List <string>(); dialogs.Clear(); dialogs.Add("既然我回来了,就把你们安排得明明白白的"); dialogs.Add("你为什么不放大"); dialogs.Add("下路一直叫我去我怎么去啊,对面酒桶一直进我野区"); dialogs.Add("这个人思想出了问题"); Animator Ani = leftBtn.GetComponent <Animator>(); Ani.SetTrigger("big"); leftBtn.gameObject.transform.localScale = new Vector3(0, 0, 0); Debug.Log(dialogs[0]); dia_count = 0; if (dialogs[dia_count].Length > 12) { leftText.text = dialogs[dia_count].Substring(0, 12); for (int i = 0; i < dialogs[dia_count].Length - 12; i++) { /*scroll = false; * * leftText.text = dialogs[dia_count].Substring(i + 1, 12);*/ dia.Add(dialogs[dia_count].Substring(i + 1, 12)); } StartCoroutine(BubbleOut()); } else { leftText.text = dialogs[dia_count]; } tp = Talking_person.LEFT; }