added transition images system

This commit is contained in:
Sam 2023-05-02 16:41:07 -07:00
parent 0cc0f292f1
commit 163ead5f93
21 changed files with 669 additions and 8 deletions

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