worked on the dialog shit...for the third time.
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611836d541
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63
Assets/Dusty Char/ActivateTextAtLine.cs
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63
Assets/Dusty Char/ActivateTextAtLine.cs
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@ -0,0 +1,63 @@
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using UnityEngine;
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using System.Collections;
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public class ActivateTextAtLine : MonoBehaviour {
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public TextAsset theText;
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public int startLine;
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public int endLine;
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public TextBoxManager theTextBox;
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public bool destroyWhenActivated;
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public bool requireButtonPress;
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private bool waitForPress;
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// Use this for initialization
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void Start () {
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theTextBox = FindObjectOfType<TextBoxManager>();
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}
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// Update is called once per frame
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void Update () {
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if(waitForPress && Input.GetKeyDown(KeyCode.J))
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{
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theTextBox.ReloadScript(theText);
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theTextBox.currentLine = startLine;
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theTextBox.endAtLine = endLine;
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theTextBox.EnableTextBox();
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if (destroyWhenActivated)
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Destroy(gameObject);
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if (other.name == "CharacterRobotBoy") //need to do object type instead for "better purposes"
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{
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if(requireButtonPress)
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{
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waitForPress = true;
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return;
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}
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theTextBox.ReloadScript(theText);
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theTextBox.currentLine = startLine;
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theTextBox.endAtLine = endLine;
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theTextBox.EnableTextBox();
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if (destroyWhenActivated)
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Destroy(gameObject);
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if (other.name == "CharacterRobotBoy")
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waitForPress = false;
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}
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}
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12
Assets/Dusty Char/ActivateTextAtLine.cs.meta
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12
Assets/Dusty Char/ActivateTextAtLine.cs.meta
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 9d3a91edf675e3440aee1f05323b59db
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timeCreated: 1454260365
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -62,7 +62,7 @@ public class CharacterMovement : MonoBehaviour {
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// transform.eulerAngles = new Vector2(0, 180);
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//}
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if (Input.GetKeyDown(KeyCode.T))
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if (Input.GetKeyDown(KeyCode.E))
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{
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powerTeleport();
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}
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@ -76,7 +76,7 @@ public class CharacterMovement : MonoBehaviour {
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canPass = true;
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}
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if (Input.GetKeyDown(KeyCode.P))
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if (Input.GetKeyDown(KeyCode.Q))
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{
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if(SceneManager.GetActiveScene().name == "GMLevel1")
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{
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@ -89,7 +89,7 @@ public class CharacterMovement : MonoBehaviour {
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}
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if (Input.GetKeyDown(KeyCode.G))
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if (Input.GetKeyDown(KeyCode.R))
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{
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if (changeBox == true)
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changeBox = false;
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@ -1,6 +1,8 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityStandardAssets._2D;
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public class TextBoxManager : MonoBehaviour {
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@ -12,7 +14,10 @@ public class TextBoxManager : MonoBehaviour {
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public int currentLine;
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public int endAtLine;
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public PlayerCharacter player;
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//public PlatformerCharacter2D player; // Need to wait till don gets here to figure out what we did the first time....
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//public PlayerCharacter player;
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//public PlatformerCharacter2D player;
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public Platformer2DUserControl player;
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public bool isActive;
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public bool stopPlayerMovement;
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@ -22,7 +27,7 @@ public class TextBoxManager : MonoBehaviour {
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// Use this for initialization
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void Start()
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{
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player = FindObjectOfType<PlayerCharacter>();
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player = FindObjectOfType<Platformer2DUserControl>(); // need to change...again....(i think platformer2dusercontrol)
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if (textfile != null)
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{
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@ -52,7 +57,7 @@ public class TextBoxManager : MonoBehaviour {
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theText.text = textLines[currentLine];
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if (Input.GetKeyDown(KeyCode.Space))
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if (Input.GetKeyDown(KeyCode.K))
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currentLine++;
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if (currentLine > endAtLine)
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@ -62,6 +67,7 @@ public class TextBoxManager : MonoBehaviour {
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public void EnableTextBox()
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{
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textBox.SetActive(true);
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isActive = true;
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if (stopPlayerMovement)
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player.canMove = false;
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@ -70,6 +76,17 @@ public class TextBoxManager : MonoBehaviour {
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public void DisableTextBox()
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{
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textBox.SetActive(false); //Once we get to the end of the "lines" we turn off the text block.
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isActive = false;
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player.canMove = true;
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}
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public void ReloadScript(TextAsset theText)
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{
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if(theText != null)
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{
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textLines = new string[1];
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textLines = (theText.text.Split('\n'));
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}
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}
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}
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@ -3,8 +3,8 @@ using System.Collections;
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public class TextImporter : MonoBehaviour {
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public TextAsset textfile;
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public string[] textLines;
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public TextAsset textfile; //A block of text that will be "put" into the box.
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public string[] textLines; //An array of lines that will be put on screen line by line.
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// Use this for initialization
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