public IEnumerator Accuse(string npcName) { DialogueController dc = this.gameObject.GetComponent <DialogueController>(); switch (npcName) { case "Dwight": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 6; break; case "LaMarcus": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 7; break; case "Darko": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 8; break; default: break; } DialogueController.DialogueScript ds = new DialogueController.DialogueScript(); ds.dialogue = dialogue; ds.numberOfChoices = numberOfChoices; ds.startIndexInChoices = startIndexInChoices; ds.dialogueEffect = dialogueEffect; ds.choices = choices; ds.nextIndexInDialogue = nextIndexInDialogue; StartCoroutine(this.gameObject.GetComponent <DialogueController>().StartDialogue(ds)); yield break; }
public IEnumerator Accuse(string npcName) { DialogueController dc = this.gameObject.GetComponent<DialogueController>(); switch (npcName) { case "Dwight": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 6; break; case "LaMarcus": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 7; break; case "Darko": dialogue[3] = "You've discovered a doppelganger!"; dialogueEffect[1] = 5; dialogueEffect[3] = 0; dc.afterDialogueEffectTriggered = true; dc.afterDialogueEffectFunc = 8; break; default: break; } DialogueController.DialogueScript ds = new DialogueController.DialogueScript(); ds.dialogue = dialogue; ds.numberOfChoices = numberOfChoices; ds.startIndexInChoices = startIndexInChoices; ds.dialogueEffect = dialogueEffect; ds.choices = choices; ds.nextIndexInDialogue = nextIndexInDialogue; StartCoroutine(this.gameObject.GetComponent<DialogueController>().StartDialogue(ds)); yield break; }