//This begins the conversation (Called by examplePlayer script) public void Begin(VIDE_Assign diagToLoad) { //First step is to call BeginDialogue, passing the required 'DialogueAssign' component //This will store the first Node data in dialogue.nodeData dialogue.BeginDialogue(diagToLoad); //Let's clean the NPC text variables npcText.text = ""; npcName.text = ""; //If we already talked to this NPC, lets modify the start of the conversation if (dialogue.assigned.interactionCount > 0 && gotItem) { string name = dialogue.assigned.dialogueName; switch (name) { case "Crazy Cap": dialogue.nodeData = dialogue.SetNode(17); break; } } //Everytime dialogue.nodeData gets updated, we update our UI with the new data UpdateUI(); }
//This begins the conversation (Called by examplePlayer script) public void Begin(VIDE_Assign diagToLoad) { //First step is to call BeginDialogue, passing the required VIDE_Assign component //This will store the first Node data in dialogue.nodeData dialogue.BeginDialogue(diagToLoad); //Safety check in case a null dialogue was sent if (dialogue.assigned == null) { dialogue.EndDialogue(); return; } //Let's clean the NPC text variables npcText.text = ""; npcName.text = ""; //If we already talked to this NPC, lets modify the start of the conversation //Of course, this will be true for particular cases //Here, we are using the dialogueName variable of the VIDE_Assign to compare if (dialogue.assigned.interactionCount > 0 || LocalDataSingleton.instance.talkedToDragon) { string name = dialogue.assigned.dialogueName; switch (name) { case "Dragon": dialogue.nodeData = dialogue.SetNode(30); //SetNode allows you to jump to whichever node you want if (!LocalDataSingleton.instance.talkedToDragon) { LocalDataSingleton.instance.talkedToDragon = true; } break; } } var data = dialogue.nodeData; //Let's specifically check for dynamic text change if (!data.currentIsPlayer && data.extraData.Equals("itemLookUp")) { ItemLookUp(data); } else if (!data.currentIsPlayer && data.extraData.Equals("RelicLookUp")) { RelicLookUp(data); } //Everytime dialogue.nodeData gets updated, we update our UI with the new data UpdateUI(); }