public static void Trigger(StandardDialogueUI dialogueArg, bool isOpeningArg) { e.dialogue = dialogueArg; e.isOpening = isOpeningArg; MMEventManager.TriggerEvent(e); }
/// <summary> /// Sets up list of dialogue that denote what menus is open. /// </summary> /// <param name="dialogueArg"></param> /// <param name="isOpeningArg"></param> private void RefreshOpenDialogues(StandardDialogueUI dialogueArg, bool isOpeningArg) { // if given dialogue is considered open when it is closing OR closed when it is opening if (openDialogues.Exists(iterDialg => iterDialg == dialogueArg) != isOpeningArg) { // if dialogue opening if (isOpeningArg) { // add dialogue to list of open menus openDialogues.Add(dialogueArg); } // else dialogue closing else { // remove dialogue from list of open menus openDialogues.Remove(dialogueArg); } } }
/// <summary> /// Initializes a new instance of the struct. /// </summary> /// <param name="dialogueArg"></param> /// <param name="isOpeningArg"></param> public DialogueActivationEvent(StandardDialogueUI dialogueArg, bool isOpeningArg) { dialogue = dialogueArg; isOpening = isOpeningArg; }
private StandardDialogueUI dialogueUI; // Handy reference to the chat dialogue UI. private void Awake() { dialogueUI = GetComponent <StandardDialogueUI>(); }