public void StartDialog(DialogText newDialog) { dialogIsInitialised = true; player.GetComponent <PlayerMovement>().DisableControl(); currentDialog = newDialog; GameObject currentDialogObject = Instantiate(dialogPrefab, mainCanvas.transform); currentDialogDisplayer = currentDialogObject.GetComponent <DialogDisplayer>(); currentDialogDisplayer.SetDialogText(currentDialog.GetDialogText()); }
// Use this for initialization void Awake() { s = this; Clear(); myImg.enabled = false; DisplayBigSprite(BigSpriteAction.Hide, BigSpriteSlots.left, null); DisplayBigSprite(BigSpriteAction.Hide, BigSpriteSlots.middle, null); DisplayBigSprite(BigSpriteAction.Hide, BigSpriteSlots.right, null); holdToSkip.SetActive(false); isLocked = true; isShowing = false; waitOverlay.SetActive(false); }
void Awake() { if (Instance) { Destroy(gameObject); return; } Instance = this; DontDestroyOnLoad(gameObject); MainMenuController = GetComponentInChildren <MainMenuController>(); FadeSceneController = GetComponentInChildren <FadeSceneController>(); InGameUIController = GetComponentInChildren <InGameUIController>(); DialogDisplayer = GetComponentInChildren <DialogDisplayer>(); }