public void TalkToNpc() { myAnimator.SetFloat("walk", 0f); //To-Do check for changing to walking if (playerReference != null && userTalk) { if (baseNpcInformation.finishSpeak) { baseNpcInformation.finishSpeak = false; uiManager.CloseNPCDialog(); npcState.Pop(); } else { uiManager.ShowNPCDialog(baseNpcInformation.NextChat()); } } userTalk = false; }
public void TalkToNpc() { myAnimator.SetFloat("walk", 0f); //To-Do check for changing to walking if (playerReference != null && userTalk) { if (baseNpcInformation.finishSpeak) { baseNpcInformation.finishSpeak = false; gcReference.actualUiManager.CloseNPCDialog(); gcReference.player.GetComponent <TownCharacterController>().canMove = true; gcReference.player.GetComponent <TownCharacterController>().canOpenMenu = true; npcState.Pop(); npcState.Push(EnumsScript.NPC_State.NONE); ActivateShoppingPanel(); } else { gcReference.player.GetComponent <TownCharacterController>().canOpenMenu = false; gcReference.player.GetComponent <TownCharacterController>().canMove = false; gcReference.actualUiManager.ShowNPCDialog(baseNpcInformation.NextChat()); } } userTalk = false; }