public override void OnLineStyleUpdated(string styleName)
        {
            DialogueStyle characterStyle = StylesController.GetStyle(styleName);

            CurrentStyle = characterStyle;

            TextManager.SetStyle(characterStyle.TextStyle);

            VoiceManager.SetStyle(characterStyle.VoiceStyle);
        }
        public override void OnDialogueStarted()
        {
            if (CurrentActer != null && CurrentActer.IsBlocking)
            {
                base.OnDialogueStarted();
            }

            CurrentActer?.OnStartTalk();

            TextManager.Open();
            VoiceManager.Open();
        }
        public override void OnDialogueEnded()
        {
            if (CurrentActer != null && CurrentActer.IsBlocking)
            {
                base.OnDialogueEnded();
            }

            CurrentActer?.OnEndTalk();
            CurrentActer = null;

            StopAllCoroutines();

            TextManager.Close();
            VoiceManager.Close();
        }
        private void ProcessDialogue(string dialogue)
        {
            // Antes de hacer nada se analiza el texto y se clasifican internamente las partes con tags y las simples
            IDialogueText classifiedCharacterDialogue = DialogueTextAnalyser.AnalyseText(dialogue);

            if (CurrentStyle.Delay > 0.0f)
            {
                //StartCoroutine(DoParseAccumulated(classifiedCharacterDialogue));
                StartCoroutine(DoParseSingle(classifiedCharacterDialogue));
            }
            else
            {
                TextManager.ShowDialogueAccumulated(dialogue);
            }

            VoiceManager.SpeakDialogueAccumulated(classifiedCharacterDialogue.ToStringClean());
        }
 public override void OnLineStarted()
 {
     TextManager.StartLine();
     VoiceManager.StartLine();
 }