public void Start() { _sequenceManager = SequenceManager.Instance; bool shouldStayActive = SequenceRanges.Any(s => _sequenceManager.EvaluateRange(s)); if(! shouldStayActive) gameObject.SetActive(false); }
public void Start() { _sequenceManager = SequenceManager.Instance; bool shouldStayActive = SequenceRanges.Any(s => _sequenceManager.EvaluateRange(s)); if (!shouldStayActive) { gameObject.SetActive(false); } }
public TextThread GetCurrentTextThread() { // Get the Default thread... TextThread result = TextThreads.FirstOrDefault(t => t.IsDefaultThread == true); // Find the first text entry that is in a supported dialogue range. TextThread specificResult = TextThreads.FirstOrDefault(t => _sequenceManager.EvaluateRange(t.SequenceRange)); if (specificResult != default(TextThread)) { result = specificResult; } return(result); }