public void StartConversation(TextAsset dialogue, Vector3 speakerPosition, Transform cameraPosition = null, AfterDialogueEvent afterEvent = null)
    {
        DialogueEngine.InitializeGenerators(SpeakingLine.CreateSpeakingLine, InstructionLine.CreateInstructionLine);
        List <ScriptLine> lines             = DialogueEngine.CreateDialogueComponents(dialogue.text);
        Dialogue          processedDialogue = new Dialogue(lines);

        StartCoroutine(PlayConversation(processedDialogue, cameraPosition, afterEvent));
    }
Exemple #2
0
    public void StartConversation(TextAsset dialogue, Vector3 focusPosition, Transform playerPosition = null, Transform cameraPosition = null, AfterDialogueEvent afterEvent = null, List <DialogueInstruction> AvailableInstructions = null)
    {
        DialogueEngine.InitializeGenerators(SpeakingLine.CreateSpeakingLine, ExpressionLine.CreateInstructionLine, ChoiceLine.GenerateChoiceLine, InstructionLine.GenerateInstructionline, StallLine.GenerateStallLine, ReisenGameManager.instance.ConditionsSatisfied);
        List <ScriptLine> lines             = DialogueEngine.CreateDialogueComponents(dialogue.text, AvailableInstructions);
        HashSet <string>  speakers          = new HashSet <string>(lines.Select(x => x.speaker).Distinct());
        Dialogue          processedDialogue = new Dialogue(lines, speakers);

        StartCoroutine(PlayConversation(processedDialogue, focusPosition, playerPosition, cameraPosition, afterEvent));
    }
Exemple #3
0
    // Start is called before the first frame update
    void Start()
    {
        DialogueEngine.InitializeGenerators(CutsceneSpeakingLine.CreateSpeakingLine, ExpressionLine.CreateInstructionLine, ChoiceLine.GenerateChoiceLine, InstructionLine.GenerateInstructionline, StallLine.GenerateStallLine, (x) => true);
        List <ScriptLine> lines    = DialogueEngine.CreateDialogueComponents(dialogueTextAsset.text, AvailableInstructions);
        HashSet <string>  speakers = new HashSet <string>(lines.Select(x => x.speaker).Distinct());

        dialogue = new Dialogue(lines, speakers);

        if (playOnAwake)
        {
            StartCoroutine(PlayCutscene());
        }
    }