public void QuestTalk() { // have the npc start talking if (!PlayerHasItem) { PlayerHasItem = inventory.CheckItem(questVillager._RequiredItem); } if (!IsTalking && !Talk.Typing) { if (!PlayerHasItem) { Talk.StartText(questVillager._QuestInstructions); } else { Talk.StartText(questVillager._RewardText); } IsTalking = true; } // end chat with npc or contine npc next sentnce else if (!Talk.Typing) { Talk.SkipText = false; Talk.EndText(); if (PlayerHasItem) { QuestGenerate.QuestCompletedCheck(questVillager); } if (!Talk.TalkContinued) { Talk.EndText(); IsTalking = false; } if (!Talk.EndOfSentence) { Talk.TalkContinued = false; } } // skip chat else { Talk.SkipText = true; } }
// Update is called once per frame void Update() { RaycastCase(); LerpButton(); if (npc == null) { textTyper.EndText(); } //SwitchButton(); }
// Update is called once per frame void Update() { //Debug.Log(Talk.Typing); // Debug.Log(ChatLine[1].GetComponent<Text>().text.Length); //questVillager = QuestGenerate.SubQuest[i]; if (IsTalking) { if (!Talk.Typing) { if (FinishChat) { Talk.SkipText = false; Talk.EndText(); if (PlayerHasItem) { QuestGenerate.QuestCompletedCheck(questVillager); } Debug.Log("hmmm"); IsTalking = false; SkipChat = false; FinishChat = false; } } else if (SkipChat) { Talk.SkipText = true; SkipChat = false; } // Debug.Log("wot"); } //QuestGene.QuestCompletedCheck(questVillager); //tempQuest = new Quest(ItemList.items[11],1000,Quest.QuestType.main); //tempInstructions = DialogueTemp.QuestDialogue(DialogueList.dialogue[0],tempQuest._RequiredItem,DialogueList.dialogue[1],tempQuest._Gold) ; //Debug.Log(DialogueList.dialogue[0]._IndexValue); //tempQuest =QuestGene.MakeQuest(ItemList.items[11],1000,Quest.QuestType.main); // Debug.Log(tempQuest._QuestCompleted); }