Esempio n. 1
0
 public void NodeReplyClicked(NPCDialogNode node)
 {
     //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI
     if (node == null || node.IsExitNode)
     {
         Clear();
         gameObject.SetActive(false);
         GameManager.PlayerManager.EndDialog();
     }
     else
     {
         //If the node is not an exit node, we call its selection function
         node.OnSelectNode();
         //And then Display the node
         NPC.Dialog.SetCurrentNode(node);
         DisplayCurrentNode();
     }
 }
Esempio n. 2
0
 public void NodeReplyClicked(NPCDialogNode node)
 {
     //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI
     if (node == null || node.IsExitNode)
     {
         Debug.Log("HEREHREHERE");
         Clear();
         gameObject.SetActive(false);
         PlayerManager.Instance.EndDialog();
         InConversation = false;
         Debug.Log("exit");
     }
     else
     {
         //If the node is not an exit node, we call its selection function
         node.OnSelectNode();
         //And then Display the node
         NPC.Dialog.SetCurrentNode(node);
         DisplayCurrentNode();
     }
 }