// Finds which sound effects to load into the array depending on options private void FindActor() { if (currDialogue.speaker.ToString() == "Null") { LoadFont(defaultFont); LoadSound(cast.rpgSound); } else { foreach (Cast.Actor act in cast.cast) { if (act.actor == currDialogue.speaker.ToString()) { currActor = act; if (DOptionsRetrieval.GetSFX() == "sfxDefault") { LoadSound(currActor.vox); } LoadFont(currActor.font); } } } if (DOptionsRetrieval.GetSFX() == "sfxRPG") { LoadSound(cast.rpgSound); } else if (DOptionsRetrieval.GetSFX() == "sfxSilent") { sounds = null; } }
// Checks to see if the dialogue is going to continue or end public void _NextLine() { if (index < sentIndex) { // Resets typing speed after dialogue has been skipped prefSpeed = DOptionsRetrieval.GetTypeSpeed(); NextSentence(currScene.scene[index].speaker.ToString(), currScene.scene[index].lines); } else { ResetText(); } }