Example #1
0
 // 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;
     }
 }
Example #2
0
 // 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();
     }
 }