public void EndDialogue() { DialogObj.SetActive(false); talk = null; state = State.notalk; isTouch = false; DialogCount = 0; for (int i = 0; i < DialogueChoseObj.transform.childCount; i++) { GameObject obj = DialogueChoseObj.transform.GetChild(i).gameObject; Destroy(obj); } QuestStartNpc.Clear(); QuestEndNpc.Clear(); }
public void Dialogue() { if (state == State.notalk) { DialogueTalkContent(); promptObj.GetComponent <RectTransform>().localPosition = new Vector3(999, 999); DialogObj.SetActive(true); state = State.begintalk; if (lyric.Count() > 1) { Dialogueing(); talk += Dialogueing; } else { DeginTalk(); talk += DeginTalk; DialogueChose(); } } }