public DialogueNodeAsset GetDialogueNodeForType(DialogueNodeAsset.DialogueType DialogueType) { DialogueNodeAsset dialogueNode = null; switch (DialogueType) { case DialogueNodeAsset.DialogueType.Bio: dialogueNode = BioDialogue; break; case DialogueNodeAsset.DialogueType.Spawn: dialogueNode = SpawnDialogue; break; case DialogueNodeAsset.DialogueType.Midrun: dialogueNode = MidrunDialogue; break; case DialogueNodeAsset.DialogueType.AtFork: dialogueNode = AtForkDialogue; break; case DialogueNodeAsset.DialogueType.Die: dialogueNode = DieDialogue; break; case DialogueNodeAsset.DialogueType.Love: dialogueNode = LoveDialogue; break; default: throw new System.Exception("Unimplemented type" + DialogueType); } return(dialogueNode); }
public void StartDialogue(DialogueNodeAsset.DialogueType DialogueType) { Speaker speaker = PlayerController.Instance.gameObject.GetComponent <Speaker>(); asset = speaker.GetDialogueNodeForType(DialogueType); CurrentDialogueType = DialogueType; AdjustTextSizeForDialogueType((DialogueNodeAsset.DialogueType)CurrentDialogueType); spacebarHintText.enabled = IsCurrentDialogueBioOrDeath(); sentenceQueue.Clear(); foreach (string sentence in asset.sentences) { sentenceQueue.Enqueue(sentence); } DisplayNextSentence(); }