Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013
*
* "ActionDialogOption.cs"
*
* This action changes the visibility of dialogue options.
*
*/
using UnityEngine;
using System.Collections;
using AC;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.Serializable]
public class ActionDialogOption : Action
{
public enum SwitchType { On, Off, OnForever, OffForever };
public SwitchType switchType;
public int optionNumber;
public Conversation linkedConversation;
public ActionDialogOption ()
{
this.isDisplayed = true;
title = "Dialogue: Toggle option";
}
override public float Run ()
{
bool setOption = false;
bool clampOption = false;
if (switchType == SwitchType.On || switchType == SwitchType.OnForever)
{
setOption = true;
}
if (switchType == SwitchType.OffForever || switchType == SwitchType.OnForever)
{
clampOption = true;
}
if (linkedConversation)
{
linkedConversation.SetOption (optionNumber, setOption, clampOption);
}
return 0f;
}
#if UNITY_EDITOR
public override void ShowGUI ()
{
linkedConversation = (Conversation) EditorGUILayout.ObjectField ("Conversation:", linkedConversation, typeof (Conversation), true);
Conversation conv = linkedConversation;
if (conv)
{
ButtonDialog[] optionsArray = conv.options.ToArray ();
string[] options = new string[optionsArray.Length];
for (int j=0; j<options.Length; j++)
{
options[j] = j.ToString () + ": ";
if (optionsArray[j].label == "")
{
options[j] += "(Untitled option)";
}
else
{
options[j] += optionsArray[j].label;
}
}
if (optionNumber > options.Length-1)
{
// Cap max if some were removed
optionNumber = options.Length-1;
}
optionNumber = EditorGUILayout.Popup (optionNumber, options);
}
switchType = (SwitchType) EditorGUILayout.EnumPopup ("Set to:", switchType);
AfterRunningOption ();
}
#endif
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|