Exemple #1
0
        /// <summary>
        /// Used when the player quits out of a dialogue.  Will run in the middle of or at the end of a dialogue.
        /// </summary>
        public void QuitDialogue()
        {
            if (!HasNext())
            {
                currentConversant.SetNextDialogue();
            }

            currentDialogue = null;
            TriggerExtiAction();
            currentNode = null;
            isChoosing  = false;
            currentConversant.TalkAnimation(false);
            currentConversant.HighlightInteractable();
            playerAnimator.SetBool("IsTalking", false);
            currentConversant = null;
            onConversationUpdated();
            GetComponent <PlayerController>().PlayerInputs().Enable();
        }
Exemple #2
0
        public void StartDialogue(AIConversant conversant, Dialogue newDialogue)
        {
            currentConversant = conversant;
            currentDialogue   = newDialogue;
            currentNode       = currentDialogue.GetRootNode();

            if (currentNode.IsPlayerSpeaking())
            {
                playerAnimator.SetBool("IsTalking", true);
                currentConversant.TalkAnimation(false);
            }
            else
            {
                playerAnimator.SetBool("IsTalking", false);
                currentConversant.TalkAnimation(true);
            }

            TriggerEnterAction();
            onConversationUpdated();
        }