//Functions to set everything when Dialogue Trigger is triggered public void StartDialogue(Dialogue dialogue, float[] npcSteps, int numOfSingleLines, Lock_SuperClass linkedLock) { numberOfPicks = 0; sentencesDisplayed = 0; sentences.Clear(); if (npcSteps != null) { this.npcSteps = npcSteps; } this.linkedLock = linkedLock; this.numOfSingleLines = numOfSingleLines; GameObject.Find("Player Prefab").GetComponent <Player_Movement>().startDialogue(); GameObject.Find("NPC").GetComponent <NPC_Movement>().startDialogue(); foreach (string sentence in dialogue.sentences) { sentences.Enqueue(sentence); } DisplayNextSentence(); }
// Use this for initialization void Start() { linkedLock = GetComponent <Lock_SuperClass>(); positionToSnapTo = linkedLock.door.position; }