// dialogue open public void ShowDialogue(Dialogue diag) { m_DiagMgrObj.SetActive(true); m_ControllerObj.SetActive(false); m_Player.Idle(); m_DCon.Idle(); // check talking on m_IsTalking = true; // player controll off m_Player.CanNotControl(); // add dialogue list for (int i = 0; i < diag.sentences.Length; i++) { m_ListSentence.Add(diag.sentences[i]); m_ListSprites.Add(diag.sprites[i]); m_ListNames.Add(diag.names[i]); } // coroutine activate StartCoroutine(StartDiagoueCoroutine()); }