public virtual void OnFastForward()
 {
     if ((typewriterEffect != null) && typewriterEffect.IsPlaying)
     {
         typewriterEffect.Stop();
     }
     else
     {
         if (dialogueUI != null)
         {
             dialogueUI.OnContinue();
         }
     }
 }
Ejemplo n.º 2
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 public virtual void OnFastForward()
 {
     if ((typewriterEffect != null) && typewriterEffect.IsPlaying)
     {
         typewriterEffect.Stop();
     }
     else
     {
         if (hideContinueButtonOnContinue && continueButton != null)
         {
             continueButton.gameObject.SetActive(false);
         }
         if (dialogueUI != null)
         {
             dialogueUI.OnContinue();
         }
     }
 }
Ejemplo n.º 3
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 public void Start()
 {
     // Add your initialization code here. You can use the GetParameter***() and GetSubject()
     // functions to get information from the command's parameters. You can also use the
     // Sequencer property to access the SequencerCamera, CameraAngle, Speaker, Listener,
     // and other properties on the sequencer. If IsAudioMuted() is true, the player has
     // muted audio.
     //
     // If your sequencer command only does something immediately and then finishes,
     // you can call Stop() here and remove the Update() method.
     //Debug.Log ("Waiting for Sequence to end before showing text field!");
     if (dialogueUI == null) {
         //Debug.Log ("Forcing Continue Bypass!");
         dialogueUI = Tools.GetComponentAnywhere<UnityUIDialogueUI>(gameObject);
         if (dialogueUI != null) dialogueUI.OnContinue ();
     }
     Stop ();
 }