public void NodeReplyClicked(NPCDialogNode node) { //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI if (node == null || node.IsExitNode) { Clear(); gameObject.SetActive(false); GameManager.PlayerManager.EndDialog(); } else { //If the node is not an exit node, we call its selection function node.OnSelectNode(); //And then Display the node NPC.Dialog.SetCurrentNode(node); DisplayCurrentNode(); } }
public void NodeReplyClicked(NPCDialogNode node) { //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI if (node == null || node.IsExitNode) { Debug.Log("HEREHREHERE"); Clear(); gameObject.SetActive(false); PlayerManager.Instance.EndDialog(); InConversation = false; Debug.Log("exit"); } else { //If the node is not an exit node, we call its selection function node.OnSelectNode(); //And then Display the node NPC.Dialog.SetCurrentNode(node); DisplayCurrentNode(); } }