added transition images system
This commit is contained in:
parent
0cc0f292f1
commit
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@ -34582,8 +34582,8 @@ Tilemap:
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@ -110677,11 +110677,11 @@ Tilemap:
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@ -110764,7 +110764,7 @@ Tilemap:
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@ -756,6 +756,13 @@ MonoBehaviour:
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Sir Jacques.
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Sir Jacques.
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- In Grenouille Village, Claude was the only musician in town.
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- In Grenouille Village, Claude was the only musician in town.
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- And currently, Claude was running late for his performance . . .
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- And currently, Claude was running late for his performance . . .
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--- !u!114 &1404700850
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--- !u!114 &1404700850
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MonoBehaviour:
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MonoBehaviour:
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@ -766,6 +766,9 @@ MonoBehaviour:
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- '"Let us hear you play again, once more with pride!"'
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- '"Let us hear you play again, once more with pride!"'
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- And so Claude began his journey to leave Grenouille village.
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- And so Claude began his journey to leave Grenouille village.
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- First, he went into the Brasslands to retrieve what had been pillaged...
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- First, he went into the Brasslands to retrieve what had been pillaged...
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images:
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MonoBehaviour:
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MonoBehaviour:
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@ -626,6 +626,9 @@ MonoBehaviour:
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- Press [ACTION] to Clarinet Dash at a downwards angle in the direction you're
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- Press [ACTION] to Clarinet Dash at a downwards angle in the direction you're
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facing.
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facing.
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- If you hit water, you'll be launched back up!
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- If you hit water, you'll be launched back up!
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images:
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--- !u!114 &1404700850
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -622,10 +622,18 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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dialogMessages:
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dialogMessages:
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- You found the tambourine!
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- 'You found the tambourine! '
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- Press K to throw a tambourine in the direction you're facing.
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- Press K to throw a tambourine in the direction you're facing.
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- If it hits an enemy or projectile, it will pin them in place!
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- If it hits an enemy or projectile, it will pin them in place!
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- Then, you can throw Sir Jacques to grapple from it!
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- Then, you can throw Sir Jacques to grapple from it!
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- Then, you can throw Sir Jacques to grapple from it!
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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using TMPro;
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using TMPro;
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using UnityEngine.UI;
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public class DialogBoxes : MonoBehaviour
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public class DialogBoxes : MonoBehaviour
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{
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{
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@ -12,19 +13,46 @@ public class DialogBoxes : MonoBehaviour
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private TMP_Text textField;
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private TMP_Text textField;
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private int messageCount = 0;
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private int messageCount = 0;
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[Header("Images:")]
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[SerializeField] Image backgroundImageObject;
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[SerializeField] Sprite[] images;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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textField = this.gameObject.GetComponent<TMP_Text>();
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textField = this.gameObject.GetComponent<TMP_Text>();
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ReconfigureSpriteArray();
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textField.text = dialogMessages[0];
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textField.text = dialogMessages[0];
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backgroundImageObject.sprite = images[0];
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}
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}
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void OnAdvanceDialog() {
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void OnAdvanceDialog() {
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messageCount += 1;
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messageCount += 1;
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if (messageCount < dialogMessages.Length) {
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if (messageCount < dialogMessages.Length) {
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textField.text = dialogMessages[messageCount];
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textField.text = dialogMessages[messageCount];
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backgroundImageObject.sprite = images[messageCount];
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} else { // no more dialog messages, advance the scene
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} else { // no more dialog messages, advance the scene
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GameObject.Find("SceneManager").GetComponent<SceneController>().NextScene();
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GameObject.Find("SceneManager").GetComponent<SceneController>().NextScene();
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}
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}
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}
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}
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void ReconfigureSpriteArray() {
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// resize if need to
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if (images.Length != dialogMessages.Length) {
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Sprite[] newImagesArray = new Sprite[dialogMessages.Length];
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for (int i = 0; i < newImagesArray.Length; i++) {
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newImagesArray[i] = images[i];
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}
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images = newImagesArray;
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}
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// update empty slots
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for (int i = 1; i < images.Length; i++) {
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if (images[i] == null ) {
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@ -26,6 +26,9 @@ EditorBuildSettings:
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Loading…
Reference in New Issue
Block a user