public void NextPlayer() { changePlayerImage(); switch (dice.whosTurn) { case 1: playerImage.sprite = player1Images[2]; dialogues.GetPlayerDialogue(0); playerBorder.sprite = playerBorders[0]; dice.animDice(); dialogueText.color = new Color32(51, 51, 255, 255); break; case 2: playerImage.sprite = player2Images[2]; dialogues.GetNPCDialogue(6); playerBorder.sprite = playerBorders[1]; dialogueText.color = new Color32(0, 255, 0, 255); break; case 3: playerImage.sprite = player3Images[2]; dialogues.GetNPCDialogue(6); playerBorder.sprite = playerBorders[2]; dialogueText.color = new Color32(255, 128, 0, 255); break; case 4: playerImage.sprite = player4Images[0]; dialogues.GetNPCDialogue(6); playerBorder.sprite = playerBorders[3]; dialogueText.color = new Color32(255, 0, 255, 255); break; } }
public void setIsEnabled() { isEnabled = !isEnabled; if (isEnabled) { if (dice.whosTurn > 1) { animator.SetBool("blinking", true); dialogues.GetNPCDialogue(7); Invoke("deckClick", 2); } else { animator.SetBool("blinking", true); dialogues.GetPlayerDialogue(1); } } }
private void NPCDialogue() { dialogues.GetNPCDialogue(9); }