private void AccessNode(int nodeindex) { currentChoices.Clear(); //Debug.Log ("Seuraavaksi halutaan node " + nodeindex); playerInteraction = false; currentEvent = eventToProcess.getEventNode(nodeindex); //Debug.Log (currentEvent.ToString ()); nodeText = currentEvent.getEventText (); if (currentEvent.checkChoices() != false) { currentChoices = currentEvent.getEventChoices(); //Debug.Log ("Choiceja ladattiin " + currentChoices.Count); } if (currentEvent.gotTriggers() != false) { List<eventTrigger> tempTriggers = currentEvent.getTriggers (); foreach (eventTrigger t in tempTriggers) { ((TriggerProcessor)GameObject.Find ("TriggerProcessor").GetComponent ("TriggerProcessor")).addTriggerToProcess (t); } } playerInteraction = true; }
public void ProcessEvent(WinterEvent eventToProcess) { //Debug.Log (eventToProcess.ToString()); this.eventToProcess = eventToProcess; eventName = eventToProcess.getEventName(); currentEvent = eventToProcess.getEventNode(0); nodeText = currentEvent.getEventText(); if (currentEvent.checkChoices() != false) { currentChoices = currentEvent.getEventChoices(); //Debug.Log ("Choiceja ladattiin " + currentChoices.Count); } areYouProcessing = true; }