protected void speak(QDialog.Status status) //Talking { if (Time.timeSinceLevelLoad > lastTimeSpoken_ + 1f) { createText(status); speechTimer_ = 0; lastTimeSpoken_ = Time.timeSinceLevelLoad; } }
protected void createText(QDialog.Status status) { QDialog d = GetComponent <QDialog>(); GameObject t = Instantiate(text3d, emotion1T_.position, Quaternion.identity); FloatingText a = t.GetComponent <FloatingText>(); a.text = d.LoadRandomLine(status); a.fontSizeMultiplier = 2; a.color = Color.red; a.cam = player.GetComponent <Player>().cam.gameObject; }
protected void speakWithNoDelay(QDialog.Status status) //speak without having to wait for the previous statment to finish { createText(status); speechTimer_ = 0; lastTimeSpoken_ = Time.timeSinceLevelLoad; }