void MelzReveal() { Script_VCamManager.VCamMain.SetNewVCam(VCamLB7); audioSource.PlayOneShot(SpotlightSFX, spotlightVolumeScale); cutSceneNPC.SetVisibility(true); MelzSpotlight.SetActive(true); game.PauseBgMusic(); game.PlayNPCBgTheme(MelzBgThemePlayerPrefab); StartCoroutine(WaitAfterRevealDialogue()); IEnumerator WaitAfterRevealDialogue() { yield return(new WaitForSeconds(afterMelzRevealWaitTime)); /// Play Nameplate PRCS // dm.StartDialogueNode(afterIntroRevealNode, SFXOn: false); NameplateTimeline(); } void NameplateTimeline() { Debug.Log("Starting Melz nameplate cut scene "); game.ChangeStateCutScene(); namePlatePRCSPlayer.Play(); } }
/// <summary> ============================================================ /// Next Node Actions START /// </summary>============================================================ public void NameplateTimeline() { Debug.Log("Calling from node"); isPRCSActive = true; game.ChangeStateCutScene(); namePlatePRCSPlayer.Play(); }
/// NextNodeAction(s) END /// =========================================================================== private void PRCSDoneReaction(Script_PRCSPlayer PRCSPlayer) { Debug.Log("PRCS is Done"); // GetComponent<Script_PRCSPlayer>().Stop(() => OnDone()); if (PRCSPlayer == IntroPlayerPart1) { Debug.Log("PART 1 PRCS DONE!!!"); // Play part 2 IntroPlayerPart2.Play(); } else if (PRCSPlayer == IntroPlayerPart2) { Debug.Log("PART 2 PRCS DONE!!!"); dm.StartDialogueNode(onPRCSTimelineDoneNode, SFXOn: false); } }
public void PRCSKelsingorIntro() { game.ChangeStateCutScene(); IntroPlayerPart1.Play(); }