private void OnGameStateChangedHandler(GameManager.GameState current, GameManager.GameState previous) { if (current == GameManager.GameState.DIALOUGE && previous == GameManager.GameState.MEETING_PROJECT) { isProjectDailogue = true; _projectDialogue_Template = _dialougeManager.ProjectDialogue_Template; _currentNpcProfile = _dialougeManager.CurrentNpcProfile; _currentNameNpc = _dialougeManager.CurrentNameNpc; dialogues = _projectDialogue_Template.Dialogues; maxDialouge = dialogues.Count; countDialouge = 0; condition_event = CreateEvent.Null; _npcImage.sprite = _currentNpcProfile; _npcNameTMP.text = _currentNameNpc; } else if (current == GameManager.GameState.DIALOUGE && previous == GameManager.GameState.PLACE) { isProjectDailogue = false; _currentDialoguesNPC_Template = _dialougeManager.CurrentDialoguesNPC_Template; _currentNpcProfile = _dialougeManager.CurrentNpcProfile; _currentNameNpc = _dialougeManager.CurrentNameNpc; dialogues = _currentDialoguesNPC_Template.DialoguesList; maxDialouge = dialogues.Count; countDialouge = 0; condition_event = _currentDialoguesNPC_Template.Condition_event; _npcImage.sprite = _currentNpcProfile; _npcNameTMP.text = _currentNameNpc; } }
public Dictionary <ProjectPhase, ProjectDialogue_Template> Interpert() { if (!ReferenceEquals(_projectDialogue_Loading, null)) { Dictionary <ProjectPhase, ProjectDialogue_Template> projectDialogueDic = new Dictionary <ProjectPhase, ProjectDialogue_Template>(); foreach (KeyValuePair <string, string> line in _projectDialogue_Loading.textLists) { ProjectDialogue_Template dialogue = null; string key = line.Key; string value = line.Value; dialogue = CreateTemplate(value); if (!ReferenceEquals(dialogue, null)) { projectDialogueDic.Add(dialogue.ProjectPhase, dialogue); } } if (!ReferenceEquals(projectDialogueDic, null)) { return(projectDialogueDic); } } return(null); }