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gstuitje
RingMaster
Commits
5d3a5c12
Commit
5d3a5c12
authored
Feb 14, 2019
by
nedboy3
Browse files
Introscene paper no longer keeps encouraging the player to talk again.
parent
cce7f675
Changes
3
Hide whitespace changes
Inline
Side-by-side
RingMaster/RingMaster/Assets/Scenes/IntroScene.unity
View file @
5d3a5c12
...
...
@@ -8229,8 +8229,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x:
0
, y: -20.95}
m_SizeDelta: {x:
320
, y: 24.9
00002
}
m_AnchoredPosition: {x:
-35.5
, y: -20.95}
m_SizeDelta: {x:
249
, y: 24.9}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &832870305
MonoBehaviour:
...
...
@@ -13281,8 +13281,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x:
0
, y: -21}
m_SizeDelta: {x:
300
, y: 22}
m_AnchoredPosition: {x:
-51.6
, y: -21}
m_SizeDelta: {x:
225.6
, y: 22}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &928319864
MonoBehaviour:
...
...
@@ -18814,7 +18814,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: -1
82
, y: 31}
m_AnchoredPosition: {x: -1
90.05
, y: 31}
m_SizeDelta: {x: 60, y: 60}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1199441910
...
...
@@ -24444,6 +24444,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
interactButton: {fileID: 708397161}
exclamation: {fileID: 1931458616}
playerResponses:
- {fileID: 1199441910}
- {fileID: 173653533}
...
...
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/CharacterSpeech/PaperSpeech.cs
View file @
5d3a5c12
...
...
@@ -85,16 +85,16 @@ public class PaperSpeech : MonoBehaviour, Character {
responseQueue
.
Enqueue
(
new
string
[]
{});
conversation
.
Enqueue
(
"You can interact with the paper by using the number keys"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"Read"
,
"Converse"
,
""
});
responseQueue
.
Enqueue
(
new
string
[]
{
"Read"
,
"Converse"
,
"
Let the words serenade you
"
});
//GameManager.speechState will be the size of the queue when this dequeued
//make sure to change the check integer in CharacterInteractins when changing dialogue
conversation
.
Enqueue
(
"The words on the page speak to you: CIRQUE DU SOLAME NOW HIRING, NO EXPERIENCE NECCESSARY"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"It's better than McDonald's.
"
});
responseQueue
.
Enqueue
(
new
string
[]
{
"No student loan?"
,
"No working at Macca's?"
,
"I'm actually afraid of clowns
"
});
conversation
.
Enqueue
(
"BE THE PERFORMER YOUR PARENTS ALWAYS HOPED YOU WOULDN'T "
);
responseQueue
.
Enqueue
(
new
string
[]
{
"This is tearible"
,
"I just wanna perform"
,
"Actually, it's what they always wanted"
});
conversation
.
Enqueue
(
"WHAT ARE YOU WAITING FOR
,
JUST WALK TO THE RIGHT TO LEAVE THE CONVERSATION AND START "
+
conversation
.
Enqueue
(
"WHAT ARE YOU WAITING FOR
?
JUST WALK TO THE RIGHT TO LEAVE THE CONVERSATION AND START "
+
" YOUR CIRCUS CAREER"
);
responseQueue
.
Enqueue
(
new
string
[]
{});
...
...
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/PaperController.cs
View file @
5d3a5c12
...
...
@@ -10,6 +10,7 @@ public class PaperController : MonoBehaviour {
private
Text
speechBox
;
private
GameObject
faceCamDisplay
;
private
InputField
inputName
;
public
GameObject
exclamation
;
//character response stuff
private
Image
responsePanel
;
public
Button
[]
playerResponses
;
...
...
@@ -110,7 +111,11 @@ public class PaperController : MonoBehaviour {
{
//if the player is currently interacting
if
(!
DaytimeManager
.
enteringName
)
{
//conversing
if
(
state
>=
5
)
{
exclamation
.
SetActive
(
false
);
interactButton
.
gameObject
.
SetActive
(
false
);
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
Alpha1
))
{
ButtonPress
(
1
);
...
...
@@ -123,10 +128,6 @@ public class PaperController : MonoBehaviour {
{
ButtonPress
(
3
);
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
Alpha4
))
{
ButtonPress
(
4
);
}
}
}
}
...
...
@@ -155,7 +156,11 @@ public class PaperController : MonoBehaviour {
void
enterInteractable
()
{
//speechBox.gameObject.SetActive(false);
interactButton
.
gameObject
.
SetActive
(
true
);
if
(!(
state
>
4
))
{
print
(
state
);
interactButton
.
gameObject
.
SetActive
(
true
);
}
faceCam
.
gameObject
.
SetActive
(
true
);
updateFaceCamDisplay
();
DialogueUI
.
gameObject
.
SetActive
(
false
);
...
...
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