PJ/Assets/scripts/NPCScreen.cs

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4.5 KiB
C#
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using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NPCScreen : MonoBehaviour
{
static bool ScreenOn;
public GameObject Screen;
public int NPCID;
public Text NPCName;
private string NPCScreenName;
public GameObject DialogueScreen;
public Text Dialogue;
public GameObject NameText;
public MOW mOW;
public bool AllowMove;
private int language;
public int LNPC ;
public int NPC0QP;
private void Start()
{
LNPC = PlayerPrefs.GetInt("LNPC0");
NPC0QP = PlayerPrefs.GetInt("NPC0QP");
language = PlayerPrefs.GetInt("LanguageID");
DialogueScreen.SetActive(false);
mOW = GameObject.Find("Player").GetComponent<MOW>();
}
private void CheckPlayer()
{
Collider2D[] collider = Physics2D.OverlapCircleAll(transform.position, 2);
ScreenOn = collider.Length > 1;
}
private void Update()
{
CheckPlayer();
Screen.SetActive(ScreenOn);
switch(NPCID)
{
case 0:
NPCScreenName = "Rainbow";
break;
}
}
public void OpenDialogue()
{
NPCName.text = NPCScreenName;
DialogueScreen.SetActive(true);
mOW.AllowMove = false;
switch (NPCID)
{
case 0:
RainbowD();
break;
}
}
public void CloseDialogue()
{
DialogueScreen.SetActive(false);
mOW.AllowMove=true;
}
public void NextMessage()
{
switch (NPCID)
{
case 0:
if (LNPC == 3)
{
LNPC = -1;
PlayerPrefs.SetInt("LNPC0", LNPC);
NPC0QP = 1;
PlayerPrefs.SetInt("NPC0QP", NPC0QP);
RainbowD();
}
if (LNPC >= 0 && LNPC < 5)
{
LNPC += 1;
PlayerPrefs.SetInt("LNPC0", LNPC);
RainbowD();
}
else
{
switch (NPC0QP)
{
case 2:
LNPC = 4;
NPC0QP = 3;
PlayerPrefs.SetInt("LNPC0", LNPC);
PlayerPrefs.SetInt("NPC0QP", NPC0QP);
break;
case 5:
LNPC = 9;
PlayerPrefs.SetInt("LNPC0", LNPC);
break;
}
}
break;
}
}
private void RainbowD()
{
switch (language)
{
case 0:
switch(LNPC)
{
case 0:
Dialogue.text = "Hello";
break;
}
break;
case 1:
switch (LNPC)
{
case -1:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
break;
case 0:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.";
break;
case 1:
Dialogue.text = "<22> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.";
break;
case 2:
Dialogue.text = "<22> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>.";
break;
case 3:
Dialogue.text = "<22><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.";
break;
case 4:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. ";
break;
case 5:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?";
break;
case 6:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ";
break;
case 9:
Dialogue.text = "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
break;
}
break;
}
}
}