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gstuitje
RingMaster
Commits
a7303495
Commit
a7303495
authored
Jan 23, 2019
by
Mitchie Maluschnig
Browse files
daytime now has a dialogue ui box that the characters use to speak, still needs a lottle work
parent
b94652ef
Changes
7
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RingMaster/RingMaster/Assets/Prefabs/Character Prefabs/PlayerPrefab.prefab
View file @
a7303495
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RingMaster/RingMaster/Assets/Scenes/Daytime.unity
View file @
a7303495
This diff is collapsed.
Click to expand it.
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/CharacterInteractions.cs
View file @
a7303495
...
...
@@ -5,12 +5,14 @@ using UnityEngine.UI;
public
class
CharacterInteractions
:
MonoBehaviour
{
public
Button
interactButton
;
public
Text
speechBox
;
public
Text
secondarySpeechBox
;
public
Button
playerbutton1
;
public
Character
characterScript
;
public
Camera
faceCam
;
private
Text
speechBox
;
private
Button
playerbutton1
;
//make these private
private
GameObject
DialogueUI
;
private
bool
interactable
;
private
bool
interacting
;
private
float
proximityTimer
;
...
...
@@ -18,16 +20,21 @@ public class CharacterInteractions : MonoBehaviour {
private
CharacterMovement
moveScript
;
private
GameObject
faceCamDisplay
;
// Use this for initialization
void
Start
()
void
Awake
()
{
moveScript
=
GetComponent
<
CharacterMovement
>();
interactButton
.
gameObject
.
SetActive
(
false
);
speechBox
.
gameObject
.
SetActive
(
false
);
secondarySpeechBox
.
gameObject
.
SetActive
(
false
);
characterScript
=
GetComponent
<
Character
>();
playerbutton1
.
gameObject
.
SetActive
(
false
);
faceCamDisplay
=
GameObject
.
FindWithTag
(
"FaceCam"
);
DialogueUI
=
GameObject
.
FindWithTag
(
"DialogueUI"
);
playerbutton1
=
GameObject
.
FindWithTag
(
"Button1"
).
GetComponent
<
Button
>();
speechBox
=
GameObject
.
FindWithTag
(
"CharacterSpeech"
).
GetComponent
<
Text
>();
}
private
void
Start
()
{
interactButton
.
gameObject
.
SetActive
(
false
);
secondarySpeechBox
.
gameObject
.
SetActive
(
false
);
DialogueUI
.
gameObject
.
SetActive
(
false
);
//playerbutton1.gameObject.SetActive(false);
}
// Update is called once per frame
...
...
@@ -42,7 +49,8 @@ public class CharacterInteractions : MonoBehaviour {
interacting
=
true
;
setText
(
speechBox
,
characterScript
.
GreetingMessage
());
interactButton
.
gameObject
.
SetActive
(
false
);
DialogueUI
.
gameObject
.
SetActive
(
true
);
updateFaceCamDisplay
();
}
//generate speech every so often while the player is nearby
if
(
Time
.
time
%
5
<
0.01
)
{
...
...
@@ -62,12 +70,10 @@ public class CharacterInteractions : MonoBehaviour {
}
}
}
//remove speechBoxes after certain time
if
(
Time
.
time
>
speechBoxTimer
+
5
){
speechBox
.
gameObject
.
SetActive
(
false
);
secondarySpeechBox
.
gameObject
.
SetActive
(
false
);
}
////deactivate the dialogue UI
//if (Time.time > speechBoxTimer + 5) {
// DialogueUI.gameObject.SetActive(false);
//}
}
//characterMovement script sets this for us when the player
//enters or exits characters range
...
...
@@ -81,7 +87,7 @@ public class CharacterInteractions : MonoBehaviour {
}
//player enters characters range
void
enterInteractable
(){
speechBox
.
gameObject
.
SetActive
(
false
);
//
speechBox.gameObject.SetActive(false);
interactButton
.
gameObject
.
SetActive
(
true
);
faceCam
.
gameObject
.
SetActive
(
true
);
updateFaceCamDisplay
();
...
...
@@ -89,8 +95,9 @@ public class CharacterInteractions : MonoBehaviour {
//player exits characters range
void
exitInteractable
(){
interactButton
.
gameObject
.
SetActive
(
false
);
playerbutton1
.
gameObject
.
SetActive
(
false
);
faceCam
.
gameObject
.
SetActive
(
false
);
speechBoxTimer
=
Time
.
time
;
DialogueUI
.
gameObject
.
SetActive
(
false
);
if
(
interacting
)
{
setText
(
speechBox
,
characterScript
.
GoodbyeMessage
());
...
...
@@ -103,20 +110,21 @@ public class CharacterInteractions : MonoBehaviour {
//sets the text of a given text box and sets it to active.
void
setText
(
Text
box
,
string
text
){
speechBoxTimer
=
Time
.
time
;
box
.
gameObject
.
SetActive
(
true
);
//
box.gameObject.SetActive(true);
box
.
text
=
text
;
print
(
text
);
}
public
void
updateFaceCamDisplay
()
{
//set the sign of the scale of the faceDisplay to be equal to the sign of the characters transform
Vector3
newScale
=
faceCamDisplay
.
transform
.
localScale
;
if
(
transform
.
localScale
.
x
>
0
)
{
newScale
.
x
=
Mathf
.
Abs
(
newScale
.
x
);
}
else
{
newScale
.
x
=
(-
1
)
*
Mathf
.
Abs
(
newScale
.
x
);
if
(
DialogueUI
.
gameObject
.
activeSelf
)
{
Vector3
newScale
=
faceCamDisplay
.
transform
.
localScale
;
if
(
transform
.
localScale
.
x
>
0
)
{
newScale
.
x
=
Mathf
.
Abs
(
newScale
.
x
);
}
else
{
newScale
.
x
=
(-
1
)
*
Mathf
.
Abs
(
newScale
.
x
);
}
faceCamDisplay
.
transform
.
localScale
=
newScale
;
}
faceCamDisplay
.
transform
.
localScale
=
newScale
;
print
(
newScale
);
}
}
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/CharacterSpeech/AhavaSpeech.cs
View file @
a7303495
...
...
@@ -39,6 +39,7 @@ public class AhavaSpeech : MonoBehaviour, Character {
}
private
void
loadConversation
()
{
conversation
.
Clear
();
conversation
.
Enqueue
(
"welcome to the circus"
);
conversation
.
Enqueue
(
"line 2"
);
conversation
.
Enqueue
(
"line 3"
);
...
...
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/CharacterSpeech/SilasSpeech.cs
View file @
a7303495
...
...
@@ -48,6 +48,7 @@ public class SilasSpeech : MonoBehaviour, Character {
}
private
void
loadConversation
()
{
conversation
.
Clear
();
conversation
.
Enqueue
(
"HaHaHa got you! Thought i was a mime didnt ya?"
);
conversation
.
Enqueue
(
"The names Silas, they call me the unspeakable round here"
);