示例#1
0
 private void LoadCallbacek(int arg1, UI_Choice arg2)
 {
     GameManager.LoadLevel("Game");
     GameManager.AVGStart(GameManager.Save.File[arg1]);
     UseDone();
     arg2.UseDone();
 }
示例#2
0
 void Start()
 {
     UI_Choice.CreateUIChoice(new string[]
     {
         "+1 Damage", "+1 Move Range", "+1 Rest"
     }, Choice);
 }
示例#3
0
 private void SaveCallbacek(int arg1, UI_Choice arg2)
 {
     GameManager.Save.File[arg1] = Libretto.CurrentNode.ID;
     arg2.UseDone();
     UIManager.GetUI<UI_Game>().SetFront();
     if (Libretto.CurrentNode.Type == NodeType.Option)
     {
         Play(Libretto.CurrentNode);
     }
 }
示例#4
0
    // Contient l'ensemble des fonctions MonoBehavior (Awake)
    #region MonoBehavior

    void Awake()
    {
        UI_Choice uiChoice = GameObject.FindWithTag("UI_Manager").GetComponent <UI_Choice>();

        if (objectName == null)
        {
            objectName = this.name;
        }

        switch (myType)
        {
        case Type.Door:
        {
            doorScript    = GetComponent <OpeningClosingDoor>();
            contactSensor = GetComponent <DDContactSensor> ();
            myState       = initialState;
            break;
        }

        case Type.Drawer:
        {
            drawerScript  = GetComponentInParent <OpeningClosingDrawer>();
            contactSensor = GetComponent <DDContactSensor> ();
            myState       = initialState;
            break;
        }

        case Type.Electronic:
        {
            electronicScript = GetComponent <ElectronicDevice>();
            myState          = initialState;
            break;
        }

        case Type.Light:
        {
            electronicScript = GetComponent <ElectronicDevice>();
            myState          = initialState;
            break;
        }

        case Type.PickUp:
        {
            characterTransform = GameObject.FindWithTag("Player").GetComponent <Transform>();
            rb      = GetComponent <Rigidbody>();
            myState = initialState;
            break;
        }
        }
    }
示例#5
0
    public void Load()
    {
        UI_Choice ch = UIManager.GetUI<UI_Choice>();

        UI_Choice_Context con = new UI_Choice_Context();
        con.OptionList = new List<iLabel>();

        for (int i = 0; i < GameManager.Save.File.Length; i++)
        {
            con.OptionList.Add(new Label()
            {
                ID = i,
                Name = @"["+Writing.Get(100027) + (i + 1) + "]:" + 
                Writing.Get(Libretto.GetNode(GameManager.Save.File[i]).Sentences.First().Value.DialogueID),
            });
        }

        con.Callback = this.LoadCallbacek;
        ch.Use(con);
        ch.SetFront();
    }
示例#6
0
    private void PlayNodeTypeOption(iNode _node)
    {
        UIManager.GetUI<UI_Game>().NoNext = true;
        UI_Choice _c = UIManager.GetUI<UI_Choice>();
        _c.SetFront();

        UI_Choice_Context con = new UI_Choice_Context();
        con.OptionList = new List<iLabel>();
        foreach (var item in _node.Sentences)
        {
            Label l = new Label() { ID = item.Key, Name = Writing.Get(item.Value.DialogueID) };
            con.OptionList.Add(l);
        }

        con.Callback = (res, uichoice) =>
        {
            GameManager.Save.ChoiceResult[_node.ID] = res;
            uichoice.UseDone();
            Libretto.NextNode();
        };

        _c.Use(con);
    }
示例#7
0
 private void LoadCallbacek(int arg1, UI_Choice arg2)
 {
     arg2.UseDone();
     UIManager.GetUI<UI_Game>().SetFront();  
     Libretto.PlayNode(GameManager.Save.File[arg1]);
 }