public void QuestTalk() { //tempQuest._QuestCompleted = true; //ImportanPersonTalking(); //PortriatCase(DialogueTemp.DialogueEvent[i]._Person); if (!IsTalking && !Talk.Typing) { if (!PlayerHasItem) { Talk.StartText(questVillager._QuestInstructions); } else { Talk.StartText(questVillager._RewardText); } IsTalking = true; } else if (SkipChat || !Talk.Typing) { FinishChat = true; } else { SkipChat = true; } //StartCoroutine(TypeText(questVillager._QuestInstructions)); //StartCoroutine(TypeText(questVillager._QuestInstructions)); //Talk.StartText(questVillager._QuestInstructions); }
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; } }