public virtual void OnFastForward() { if ((typewriterEffect != null) && typewriterEffect.IsPlaying) { typewriterEffect.Stop(); } else { if (dialogueUI != null) { dialogueUI.OnContinue(); } } }
public virtual void OnFastForward() { if ((typewriterEffect != null) && typewriterEffect.IsPlaying) { typewriterEffect.Stop(); } else { if (hideContinueButtonOnContinue && continueButton != null) { continueButton.gameObject.SetActive(false); } if (dialogueUI != null) { dialogueUI.OnContinue(); } } }
public void Start() { // Add your initialization code here. You can use the GetParameter***() and GetSubject() // functions to get information from the command's parameters. You can also use the // Sequencer property to access the SequencerCamera, CameraAngle, Speaker, Listener, // and other properties on the sequencer. If IsAudioMuted() is true, the player has // muted audio. // // If your sequencer command only does something immediately and then finishes, // you can call Stop() here and remove the Update() method. //Debug.Log ("Waiting for Sequence to end before showing text field!"); if (dialogueUI == null) { //Debug.Log ("Forcing Continue Bypass!"); dialogueUI = Tools.GetComponentAnywhere<UnityUIDialogueUI>(gameObject); if (dialogueUI != null) dialogueUI.OnContinue (); } Stop (); }