示例#1
0
    public void QuestTalk()
    {
        // have the npc start talking
        if (!PlayerHasItem)
        {
            PlayerHasItem = inventory.CheckItem(questVillager._RequiredItem);
        }

        if (!IsTalking && !Talk.Typing)
        {
            if (!PlayerHasItem)
            {
                Talk.StartText(questVillager._QuestInstructions);
            }

            else
            {
                Talk.StartText(questVillager._RewardText);
            }

            IsTalking = true;
        }

        // end chat with npc or contine npc next sentnce
        else if (!Talk.Typing)
        {
            Talk.SkipText = false;
            Talk.EndText();
            if (PlayerHasItem)
            {
                QuestGenerate.QuestCompletedCheck(questVillager);
            }


            if (!Talk.TalkContinued)
            {
                Talk.EndText();
                IsTalking = false;
            }

            if (!Talk.EndOfSentence)
            {
                Talk.TalkContinued = false;
            }
        }
        // skip chat
        else
        {
            Talk.SkipText = true;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        RaycastCase();


        LerpButton();

        if (npc == null)
        {
            textTyper.EndText();
        }
        //SwitchButton();
    }
示例#3
0
文件: NPC.cs 项目: Jlancy/DEE-files
    // Update is called once per frame

    void Update()
    {
        //Debug.Log(Talk.Typing);
//			Debug.Log(ChatLine[1].GetComponent<Text>().text.Length);
        //questVillager = QuestGenerate.SubQuest[i];


        if (IsTalking)
        {
            if (!Talk.Typing)
            {
                if (FinishChat)
                {
                    Talk.SkipText = false;
                    Talk.EndText();
                    if (PlayerHasItem)
                    {
                        QuestGenerate.QuestCompletedCheck(questVillager);
                    }
                    Debug.Log("hmmm");

                    IsTalking  = false;
                    SkipChat   = false;
                    FinishChat = false;
                }
            }
            else if (SkipChat)
            {
                Talk.SkipText = true;
                SkipChat      = false;
            }

//			Debug.Log("wot");
        }
        //QuestGene.QuestCompletedCheck(questVillager);
        //tempQuest = new Quest(ItemList.items[11],1000,Quest.QuestType.main);
        //tempInstructions  = DialogueTemp.QuestDialogue(DialogueList.dialogue[0],tempQuest._RequiredItem,DialogueList.dialogue[1],tempQuest._Gold) ;
        //Debug.Log(DialogueList.dialogue[0]._IndexValue);
        //tempQuest =QuestGene.MakeQuest(ItemList.items[11],1000,Quest.QuestType.main);

        //	Debug.Log(tempQuest._QuestCompleted);
    }