/// <summary> /// Skipping reply to trigger next one /// </summary> protected virtual void SkipReply(bool hard = false, bool hardSkipAnimation = true) { SkipAnimation(); if (!softAnimationFinished) { return; } if (hidingReply) { return; } ActiveReplyIndex += 1; if (ActiveDialogue.Replys.Count > ActiveReplyIndex) { ActiveReply.OnReplySkip(); ActiveReply = ActiveDialogue.Replys[ActiveReplyIndex]; } HideReply(); if (hard) { SkipAnimation(); if (ActiveDialogue.Replys.Count > ActiveReplyIndex) { ShowReply(); if (hardSkipAnimation) { SkipAnimation(); } } } }
/// <summary> /// Generating and showing dialogue options inside conversation /// </summary> protected virtual void ShowDialogueOptions(List <FBasic_DialogueBase> dialogues) { GenerateDialogueOptions(dialogues); ConversationUI.DialogueCanvasG.blocksRaycasts = true; ConversationUI.ReplyCanvasG.blocksRaycasts = false; ConversationUI.MainCanvasG.blocksRaycasts = true; OnShowDialogueOptions(); if (ActiveDialogue != null) { ActiveDialogue.OnDialogueEnd(); } if (ActiveReply != null) { ActiveReply.OnReplySkip(); } ActiveDialogue = null; ActiveReply = null; SetDefaultCameraOrientation(); }