// Update is called once per frame void Update() { if (isInRange && !triggeredDialogue) { ShowSpeech(); speechTrigger.TriggerDialogue(); //DialogueSystem.Instance.AddNewDialogue(dialogue, npcName); triggeredDialogue = true; npcMovement.thisInteract = true; player.Move(0, 0); player.npcInteract(); } else if (isInRange && triggeredDialogue) { player.npcInteract(); npcMovement.thisInteract = true; if (Input.GetKeyDown(interactKey)) { speechTrigger.DisplayNextSentence(); } } else if (!isInRange && triggeredDialogue) { HideSpeech(); triggeredDialogue = false; npcMovement.thisInteract = false; } /* * if (isInRange && Input.GetKeyDown(interactKey)) * { * * if(!triggeredDialogue) * { * * * } * else * { * * speechTrigger.DisplayNextSentence(); * * //DialogueSystem.Instance.ContinueDialogue(); * } * * } */ }
// Update is called once per frame void Update() { if (isInRange && !triggeredDialogue) { ShowSpeech(); speechTrigger.TriggerDialogue(); sentencesLeft -= 1; //DialogueSystem.Instance.AddNewDialogue(dialogue, npcName); triggeredDialogue = true; player.Move(0, 0); player.npcInteract(); } else if (isInRange && triggeredDialogue) { player.npcInteract(); if (Input.GetKeyDown(interactKey)) { speechTrigger.DisplayNextSentence(); if (sentencesLeft > 0) { sentencesLeft -= 1; } else if (sentencesLeft <= 0) { gameLogic.WinScreen(); } } } else if (!isInRange && triggeredDialogue) { HideSpeech(); triggeredDialogue = false; } }