//TODO: inherit this for each type of character to differentiate sound sets public void Speak(SoundBank.GoblinSound soundtype, bool overridePlaying = false) { if (InArea.Visible() && Voice && Voice.isActiveAndEnabled && (overridePlaying || !Voice.isPlaying)) { Voice.PlayOneShot(SoundBank.GetSound(soundtype)); } }
//TODO: use struct to combine text to sound public void Shout(string speech, SoundBank.GoblinSound goblinSound)//, bool interrupt = false) { if (Fleeing() & !Team) { return; } //TODO: check that we are not already shouting, maybe control with queue, otherwise just stop previuos shout. Speak(goblinSound, true); StartCoroutine(ShoutRoutine(speech)); }