public void DisplayConversation(Conversation conversation, LLT.Variables.FloatVariable numPensamiento) { Scene m_Scene; m_Scene = SceneManager.GetActiveScene(); if (m_Scene.name == "CeldaBlur" || m_Scene.name == "Celda") { Debug.Log("En " + m_Scene.name); // if (numPensamiento.Value == 0f ) return; currentConversationLine = conversation.ConversationLines[(int)numPensamiento.Value]; StopAllCoroutines(); StartCoroutine(TypeSentence(currentConversationLine.ConversationText)); // Debug.Log("Esta es la linea de la celda " + currentConversationLine.ConversationText); } else { Debug.Log("Estoy en " + m_Scene.name); foreach (var conversationLine in conversation.ConversationLines) { currentConversationLine = conversationLine; if (currentConversationLine != null) { StopAllCoroutines(); StartCoroutine(TypeSentence(currentConversationLine.ConversationText)); // Debug.Log("Esta es la linea " + currentConversationLine.ConversationText); } } } }
public void StartConversation(Conversation conversation, LLT.Variables.FloatVariable numPensamiento) { // Debug.Log("StartConversation"); dialogBox = UnityEngine.GameObject.Find("DialogBox").GetComponent <CanvasGroup>(); textHolder = UnityEngine.GameObject.Find("DialogText").GetComponent <Text>(); DisplayConversation(conversation, numPensamiento); if (dialogBox != null && textHolder != null) { // Debug.Log("estan los elementos para la conversacion "); //Start displying the supplied conversation if (!talking) { // Debug.Log("empiezo conversacion "); talking = true; DisplayConversation(conversation, numPensamiento); } } }