/// <summary> /// Sets the dialogue panel and hides it on start /// </summary> private void setDialoguePanel() { _DialoguePanel.gameObject.SetActive(true); _DialogueManager = _DialoguePanel.GetComponent <UIDialogueManager> (); Animator _DialogueAnimator = _DialoguePanel.GetComponent <Animator> (); _DialogueAnimator.Play("HideDialogue"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { UIDialogueManager d = FindObjectOfType <UIDialogueManager>(); //Ensure d != null if (d == null) { Debug.Log("UIDialogueManager not found! Please make one."); return; } d.Display(dialogue, responses); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { UIDialogueManager d = FindObjectOfType <UIDialogueManager>(); //Ensure d != null if (d == null) { Debug.Log("UIDialogueManager not found! Please make one."); return; } if (show) { d.Show(); } else { d.Hide(); } }