protected void UndimAllPortraits(Stage stage) { stage.dimPortraits = false; foreach (Character character in stage.charactersOnStage) { Portrait.SetDimmed(character, stage, false); } }
public virtual void SetCharacter(Character character, Flowchart flowchart = null) { if (character == null) { if (characterImage != null) { characterImage.gameObject.SetActive(false); } if (nameText != null) { nameText.text = ""; } speakingCharacter = null; } else { Character prevSpeakingCharacter = speakingCharacter; speakingCharacter = character; // Dim portraits of non-speaking characters foreach (Stage s in Stage.activeStages) { if (s.dimPortraits) { foreach (Character c in s.charactersOnStage) { if (prevSpeakingCharacter != speakingCharacter) { if (c != speakingCharacter) { Portrait.SetDimmed(c, s, true); } else { Portrait.SetDimmed(c, s, false); } } } } } string characterName = character.nameText; if (characterName == "") { // Use game object name as default characterName = character.name; } if (flowchart != null) { characterName = flowchart.SubstituteVariables(characterName); } SetCharacterName(characterName, character.nameColor); } }