/// <summary> /// Starts a Dialogue based on an AIConversant data /// </summary> /// <param name="_currentConversant"></param> /// <param name="_currentDialogue"></param> public void StartDialogue(AIConversant _currentConversant, DialogueContainer _currentDialogue) { if (_currentDialogue != null && _currentConversant != null) { currentDialogue = _currentDialogue; currentConversant = _currentConversant; currentNode = currentDialogue.GetRootNode(); if (OnConversationUpdated != null) { OnConversationUpdated(); } TriggerEnterAction(); } }
public bool OpenDialogue(GameObject conversant) { //You can change language like the comment below //I2.Loc.LocalizationManager.CurrentLanguage = "French"; DialogueContainer dialogue = GetDialogue(); PlayerConversant playerConversant = conversant.GetComponent <PlayerConversant>(); if (playerConversant == null) { return(false); } playerConversant.StartDialogue(this, GetDialogue()); return(true); }
/// <summary> /// Starts a Dialogue based on an AIConversant data /// </summary> /// <param name="_currentConversant"></param> /// <param name="_currentDialogue"></param> public void StartDialogue(AIConversant _currentConversant, DialogueContainer _currentDialogue) { if (_currentDialogue != null && _currentConversant != null) { currentDialogue = _currentDialogue; currentConversant = _currentConversant; currentNode = currentDialogue.GetRootNode(); //We need to update the exposed properties linked to buttons here HandleButtonsExposedProperties(); if (OnConversationUpdated != null) { OnConversationUpdated(); } TriggerEnterAction(); } }