private void TextTalker_OnTalk(TalkEvents type) { if (type == TalkEvents.Talking) { anim.SetTrigger("talk"); } else { anim.SetTrigger("wait"); } }
public override void Interact() { TalkEvents.TalkedToNPC(npcName); if (!QuestAssigned && !HelpedNPC) { base.Interact(); dialogTree.SetActionAtFinish(delegate { TryToAssignQuest(); }); } else if (QuestAssigned && !HelpedNPC) { CheckQuest(); } else { dialogTree.StartDialog(npcName); } }