public void end_dialogue(Player_InteractionControl player, dialogue_trigger trigger) { animator.SetBool("is_open", false); player.movementEnabled = true; player.dialogueActive = false; trigger.FlipConversationStart(); }
public void start_dialogue(Dialogue dialogue, Player_InteractionControl player, dialogue_trigger trigger) { sentences.Clear(); sentence_done = true; animator.SetBool("is_open", true); name_text.text = dialogue.name; foreach (string sentence in dialogue.sentences) { sentences.Enqueue(sentence); } display_next_sentence(player, trigger); }
public void display_next_sentence(Player_InteractionControl player, dialogue_trigger trigger) { Debug.Log("chess"); if (sentence_done && sentences.Count != 0) { sentence_done = false; current_sentence = sentences.Dequeue(); StopAllCoroutines(); StartCoroutine(type_sentence(current_sentence)); } else if (sentences.Count == 0 && sentence_done) { end_dialogue(player, trigger); } else if (!sentence_done) { StopAllCoroutines(); dialogue_text.text = current_sentence; sentence_done = true; } }