override public void Interact(GameObject player) { if (GlobalController.dialogueClosedThisFrame) { return; } base.Interact(player); if (dialogueAnimationBool) { dialogueAnimator.SetBool(DIALOGUE_ANIM_BOOL, true); } //if there's a sign object attached if (GetComponent <Sign>() != null) { GlobalController.CloseSign(); } //start at the beginning of whatever conversation currentDialogueLine = 0; //no need to restart the last conversation if it's been reached //the NPC conversation will take care of it inDialogue = true; GlobalController.EnterDialogue(this); }
public override void Interact(GameObject player) { if (GlobalController.dialogueClosedThisFrame) { return; } //if there's a sign object attached if (GetComponent <Sign>() != null) { GlobalController.CloseSign(); } //start at the beginning of whatever conversation currentDialogueLine = 0; //no need to restart the last conversation if it's been reached //the NPC conversation will take care of it GlobalController.EnterDialogue(this); }
public override void OnPlayerExit() { GlobalController.CloseSign(); }