public void Message_fct() { // Give back the character his skills BattleHandler.CurrentBattleKeepers[0].GetComponent <GlowObjectCmd>().ActivateBlinkBehaviour(false); BattleHandler.CurrentBattleKeepers[0].GetComponent <Behaviour.Fighter>().BattleSkills.Clear(); BattleHandler.CurrentBattleKeepers[0].GetComponent <Behaviour.Fighter>().BattleSkills = TutoManager.s_instance.GetComponent <SeqTutoCombat>().previousCharacterSkills; GameManager.Instance.GetBattleUI.GetComponent <UIBattleHandler>().TutoReloadSkillPanel(BattleHandler.CurrentBattleKeepers[0]); TutoManager.s_instance.EcrireMessage(str); TutoManager.s_instance.PlayingSequence.CurrentState = SequenceState.WaitingForExternalEvent; TutoManager.EnablePreviousButton(false); TutoManager.EnableNextButton(true); }
public void SeDeplacer_fct() { speaker.GetComponent <Behaviour.AnimatedPawn>(); TutoManager.EnableNextButton(); if (TutoManager.s_instance.PlayingSequence.isPreviousStepReachable()) { TutoManager.EnablePreviousButton(); } else { TutoManager.EnablePreviousButton(false); } TutoManager.s_instance.PlayingSequence.CurrentState = SequenceState.Idle; return; }
public void Message_fct() { EcrireMessage(speaker.GetComponent <PawnInstance>().Data.AssociatedSprite, str); TutoManager.EnableNextButton(); if (TutoManager.s_instance.PlayingSequence.isPreviousStepReachable()) { TutoManager.EnablePreviousButton(); } else { TutoManager.EnablePreviousButton(false); } TutoManager.s_instance.PlayingSequence.CurrentState = SequenceState.Idle; return; }