// This works because all the dialogue is jon.thing or dom.thing public static void PlayerDialogue(SO_AD_Dialogue data, GameObject go, string player) { string[] args = data.mArgs; args[0] = player; DynamicDialogue(data.mEventName, args, go); }
public static void DynamicDialogueFromData(SO_AD_Dialogue data, GameObject go) { DynamicDialogue(data.mEventName, data.mArgs, go); }
IEnumerator PlayDialogueDelayed(SO_AD_Dialogue data) { yield return(new WaitForSeconds(mDelay.Value)); AUD_Manager.DynamicDialogueFromData(data, gameObject); }