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Say Dialog doesn't need to listen for input now

master
chrisgregan 10 years ago
parent
commit
037a8996b7
  1. 21
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  2. 5
      Assets/FungusExamples/Sherlock/TheExperiment.unity

21
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -7,7 +7,7 @@ using System.Collections.Generic;
namespace Fungus
{
public class SayDialog : MonoBehaviour, IDialogInputListener
public class SayDialog : MonoBehaviour
{
// Currently active Say Dialog used to display Say text
public static SayDialog activeSayDialog;
@ -27,7 +27,6 @@ namespace Fungus
protected Writer writer;
protected CanvasGroup canvasGroup;
protected bool wasPointerClicked;
protected bool fadeWhenDone = true;
protected float targetAlpha = 0f;
protected float fadeCoolDownTimer = 0f;
@ -113,8 +112,6 @@ namespace Fungus
{
continueImage.enabled = GetWriter().isWaitingForInput;
}
wasPointerClicked = false;
}
public virtual void FadeOut()
@ -154,13 +151,6 @@ namespace Fungus
}
}
public virtual void ResetPointerClicked()
{
// A new dialog is often shown as the result of a mouse click, so we need
// to make sure the previous click doesn't register on the new dialogue
wasPointerClicked = false;
}
public virtual void SetCharacter(Character character, Flowchart flowchart = null)
{
if (character == null)
@ -283,15 +273,6 @@ namespace Fungus
}
}
}
//
// IDialogInput implementation
//
public virtual void OnNextLineEvent()
{
wasPointerClicked = true;
}
}
}

5
Assets/FungusExamples/Sherlock/TheExperiment.unity

@ -2594,7 +2594,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
targetTextObject: {fileID: 1116800860}
writingSpeed: 10
writingSpeed: 60
punctuationPause: .25
hiddenTextColor: {r: 1, g: 1, b: 1, a: 0}
writeWholeWords: 0
@ -3842,8 +3842,7 @@ MonoBehaviour:
width: 5969.4458
height: 2818.85034
selectedBlock: {fileID: 1390555440}
selectedCommands:
- {fileID: 1390555300}
selectedCommands: []
variables:
- {fileID: 1390555396}
description: 'Example scene from Sherlock: The Game Is On'

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