public void InvokeEvent(string id, params string[] args) { DialogEvent eventToInvoke = _events.Find(x => x.CheckAliases(id)); if (eventToInvoke == null) { throw new System.ArgumentException($"DialogEvent named {id} not found in dispatcher {name}"); } eventToInvoke?.Invoke(args); }
public void OnButton2Clicked() { if (!isTyping) { if (onButtonTwoClick != null) { onButtonTwoClick.Invoke(0); } else { } } }
public void OnButton1Clicked() { if (isTyping) { SkipToNextText(); } else if (onButtonOneClick == null) { DialogSystem.GetInstance().NextDialog(); } else { onButtonOneClick.Invoke(0); } }
/// <summary> /// This method sets the current dialog node being used. /// It also calls the method <c>CheckIfBranching</c> /// </summary> /// <param name="basicDialog">The Dialog Node to be set as current.</param> public void SetDialogBox(BasicDialogNode basicDialog) { if (basicDialog == null) { TerminateDialog(); return; } //Sets the _previous variable of the dialog given. if (HistoryQueue.Count != 0) { basicDialog._previous = HistoryQueue.Peek(); } _currentBasicDialog = basicDialog; HistoryQueue.Push(basicDialog); onDialogBoxBegin.Invoke(basicDialog); CheckIfBranching(basicDialog._nexts); }
private void OnClickOneButton() { onClickOneButton.Invoke(this); Close(); }
private void OnCloseComplete() { gameObject.SetActiveSafe(false); onClose.Invoke(this); }
private void OnOpenComplete() { onOpen.Invoke(this); }