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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- [System.Serializable]
- public class Characters
- {
- public string chName;
- public GameObject ob;
- //root er en container for alle billeder relaterede til characters i scenen.
- [HideInInspector]public RectTransform root;
- public bool isMultiLayerCharacter { get { return renderers.renderer == null; } }
- public bool enabled { get { return root.gameObject.activeInHierarchy;} set { root.gameObject.SetActive(value); } }
- public Vector2 anchorPadding { get { return root.anchorMax - root.anchorMin; } }
- DialogSystem dialogue;
- public void Say(string speech, bool add = false)
- {
- if (!enabled)
- {
- enabled = true;
- }
- dialogue.Say(speech, chName, add);
- }
- Vector2 targetPosition;
- public void SetPosition(Vector2 target)
- {
- targetPosition = target;
- Vector2 padding = anchorPadding;
- float maxX = 1f - padding.x;
- float maxY = 1f - padding.y;
- }
- public Characters (string _name, bool enableOnStart = true)
- {
- CharacterManager cm = CharacterManager.instance;
- //finder character prefab
- GameObject prefab = Resources.Load("Characters/Character[" + _name + "]") as GameObject;
- //Spawner en instance af prefab direkte i characterpanelet.
- ob = Object.Instantiate(prefab, cm.characterPanel);
- root = ob.GetComponent<RectTransform>();
- chName = _name;
- renderers.renderer = ob.GetComponentInChildren<RawImage>();
- dialogue = DialogSystem.instance;
- enabled = enableOnStart;
- }
- [System.Serializable]
- public class Renderers
- {
- public RawImage renderer;
- }
- public Renderers renderers = new Renderers();
- }
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