/// <summary> /// Starts dialogue conversation associated with given have location event. /// </summary> /// <param name="templateArg"></param> public void PlayHavenLocationEventDialogue(HavenLocationEventTemplate templateArg) { // if dialogue game coodrinator reference has NOT been setup yet if (_dialgGameCoord == null) { // setup vars that hold reference to component InitializeComponentReferences(); } // starts dialogue conversation associated with given have location event _dialgGameCoord.PlayHavenLocationEventDialogue(new HavenLocationEvent(templateArg)); /// activate/deactivate the menu's haven location event objects based /// on if those events are active today. RefreshHavenLocationEventObjects(); }
private void Setup(SerializableDataHavenLocationEventTemplateAndGameObject templateArg) { valueTemplate = templateArg.valueTemplate; valueObject = templateArg.valueObject; }
private void Setup(HavenLocationEventTemplate templateArg, GameObject objectArg) { valueTemplate = templateArg; valueObject = objectArg; }
private void Setup() { valueTemplate = null; valueObject = null; }
public SerializableDataHavenLocationEventTemplateAndGameObject( HavenLocationEventTemplate templateArg, GameObject objectArg) { Setup(templateArg, objectArg); }
public HavenLocationEvent(HavenLocationEventTemplate templateArg) { Setup(templateArg.template); }