IEnumerator FadingText(XElement convo) { TextBoxManager.player.DisablePartyMovement(); fadeText.gameObject.SetActive(true); convoRunning = true; yield return(new WaitForSeconds(1)); var lines = XMLLoader.GetLines(convo); foreach (XElement line in lines) { yield return(new WaitForSeconds(1)); fadeText.text = XMLLoader.GetSpeakerDialog(line); Color textColor = fadeText.color; for (int i = 0; i < 20; i++) { textColor.a += .05f; fadeText.color = textColor; yield return(null); } yield return(new WaitForSeconds(2)); for (int i = 0; i < 20; i++) { textColor.a -= .05f; fadeText.color = textColor; yield return(null); } } yield return(new WaitForSeconds(1)); convoRunning = false; fadeText.enabled = false; }
IEnumerator PlayingConvo(XElement convo, bool yesNoChoice = false) { yesNoPicked = false; convoRunning = true; endLine = 0; var lines = XMLLoader.GetLines(convo); foreach (XElement line in lines) { EnableTextBox(XMLLoader.GetSpeakerDialog(line), false); yield return(null); while (isTyping) { yield return(null); } if (yesNoChoice) { yesNoOptions.SetActive(true); cursor.SetActive(true); UpdateCursor(0); //After the text is displayed, give the player two options: yes and no. Each triggers a different cutscene. while (!yesNoPicked) { CheckInputSimple(); yield return(null); } } else { while (!Input.GetButtonDown("AButton")) { yield return(null); } } } convoRunning = false; }