private IEnumerator DialogRoutineTest() { Debug.Log("Running Test"); yield return(new WaitForSeconds(1)); dialogDisplayer.SetInterlocutor(Interlocutor.None); dialogDisplayer.SetText("Joker takes a deep breath, pauses to see if it's over."); yield return(new WaitForSeconds(3)); dialogDisplayer.SetText("Beat."); yield return(new WaitForSeconds(2)); dialogDisplayer.SetInterlocutor(Interlocutor.Character1); dialogDisplayer.SetName("JOKER"); dialogDisplayer.SetText("is it just me, or is it getting crazier out there?"); yield return(new WaitForSeconds(4)); dialogDisplayer.SetInterlocutor(Interlocutor.None); dialogDisplayer.SetText("Despite the laughter, there's real pain in his eyes. Something broken in him.Looks like he hasn't slept in days."); yield return(new WaitForSeconds(5)); dialogDisplayer.SetInterlocutor(Interlocutor.Character2); dialogDisplayer.SetName("SOCIAL WORKER"); dialogDisplayer.SetText("It's certainly tense. People are upset, they're struggling. Looking for work.The garbage strike seems like it's been going on forever.These are tough times."); yield return(new WaitForSeconds(10)); dialogDisplayer.SetInterlocutor(Interlocutor.None); dialogDisplayer.SetText(""); }
private void OnNextScene() { scene++; if (scene >= sceneDialog.Count) { return; } continueCounter = 0; dialogDisplayer.SetInterlocutor(Interlocutor.Character1, sceneDialog[scene][continueCounter][0]); dialogDisplayer.SetName(sceneDialog[scene][continueCounter][0]); dialogDisplayer.SetText(sceneDialog[scene][continueCounter][1]); char1Talking = false; }