private void SetNarrativeDialogue(SpeakerUIController _activeSpeakerUI, SpeakerUIController _inactiveSpeakerUI, string _text) { activeSpeakerUI = _activeSpeakerUI; _activeSpeakerUI.Dialogue = _text; _activeSpeakerUI.Show(); if (_activeSpeakerUI.dialoguePanelGO != enabled) { AM.PlayConsistentOneShot(panelOpenCloseSound, panelOpenCloseVolume); } _inactiveSpeakerUI.Hide(); if (_activeSpeakerUI.dialoguePanelGO == enabled) { AM.PlayConsistentOneShot(panelOpenCloseSound, panelOpenCloseVolume); } _activeSpeakerUI.Dialogue = ""; if (typeCoroutine != null) { StopCoroutine(typeCoroutine); } typeCoroutine = TypeWritterEffect_N(_text, _activeSpeakerUI); StartCoroutine(typeCoroutine); }
private void SetDialogue(SpeakerUIController activeSpeakerUI, Character character, string text, Position position, Emote emote) { activeSpeakerUI.Speaker = character; switch (position) { case Position.LEFT: activeSpeakerUI.SetLeft(); break; case Position.RIGHT: activeSpeakerUI.SetRight(); break; case Position.CENTER: activeSpeakerUI.SetCenter(); break; default: activeSpeakerUI.SetLeft(); break; } switch (emote) { case Emote.ANGRY: activeSpeakerUI.SetPortrait(character.angryPortrait); break; case Emote.CONFUSED: activeSpeakerUI.SetPortrait(character.confusedPortrait); break; case Emote.HAPPY: activeSpeakerUI.SetPortrait(character.happyPortrait); break; case Emote.UNHAPPY: activeSpeakerUI.SetPortrait(character.unhappyPortrait); break; case Emote.SAD: activeSpeakerUI.SetPortrait(character.sadPortrait); break; case Emote.SILLY: activeSpeakerUI.SetPortrait(character.sillyPortrait); break; default: activeSpeakerUI.SetPortrait(character.portrait); break; } activeSpeakerUI.Show(); activeSpeakerUI.Dialogue = ""; StopAllCoroutines(); StartCoroutine(EffectTypewriter(text, activeSpeakerUI)); }
private void SetNarrativeMonologueDialogue(SpeakerUIController _activeSpeakerUI, string _text) { activeSpeakerUI = _activeSpeakerUI; _activeSpeakerUI.Dialogue = _text; _activeSpeakerUI.Show(); _activeSpeakerUI.Dialogue = ""; if (typeCoroutine != null) { StopCoroutine(typeCoroutine); } typeCoroutine = TypeWritterEffect_N(_text, _activeSpeakerUI); StartCoroutine(typeCoroutine); }