//TODO: inherit this for each type of character to differentiate sound sets public void Speak(SoundBank.GoblinSound soundtype, bool overridePlaying = false) { if (InArea.Visible() && Voice && Voice.isActiveAndEnabled && (overridePlaying || !Voice.isPlaying)) { Voice.PlayOneShot(SoundBank.GetSound(soundtype)); } }
public void Speak(PlayerController.Shout shout, bool overridePlaying = false) { if (InArea.Visible() && Voice && Voice.isActiveAndEnabled && lastSpeak + speakWait < Time.time && (overridePlaying || !Voice.isPlaying)) { StartCoroutine(ShoutRoutine(shout.Speech)); Voice.PlayOneShot(shout.GoblinSound); lastSpeak = Time.time; } }