/// <summary> /// Run the given snippet, showing it for the given period of time then hiding it. /// </summary> /// <param name="snippet"></param> /// <returns></returns> public IEnumerator RunDialogueSnippet(Dialogue.Snippet snippet) { if (!Enabled) { // NB: anything playing audio should wait until that has completed. yield break; } // In case there is a delay we want to clear the text before waiting. if (snippet.Delay > 0) { Clear(); yield return(new WaitForSeconds(snippet.Delay)); } // Empty snippet implies clear. if (snippet.Text == "") { Clear(); yield return(new WaitForSeconds(snippet.Time)); yield break; } if (!ClosedCaptions && snippet.ClosedCaption || OnShowText == null) { yield return(new WaitForSeconds(snippet.Time)); yield break; } OnShowText.Invoke(SetSource(snippet.Source), snippet); yield return(new WaitForSeconds(snippet.Time)); }
private void OnShowClosedCaption(DialogueSource source, Dialogue.Snippet snippet) { if (source != null) { Debug.Log("Source: " + source.Name); } Debug.Log("Closed Caption: " + snippet.Text); }
public void OnShowText(DialogueSource source, Dialogue.Snippet snippet) { if (source != null) { Label.color = source.SubtitleColor; } Label.SetText(snippet.Render(source)); Label.gameObject.SetActive(true); }
private void OnShowText(DialogueSource source, Dialogue.Snippet snippet) { Debug.Log(snippet.Render(source)); }