//ALWAYS Disable() beforehand. public IEnumerator ForceSpeechToPlayer(string[] toSay) { Disable(); dialogueForPlayer = toSay; speechBubbleActive = true; yield return(StartCoroutine(mainSpeechControl.SaySomething(playerIcon, GetComponent <NPCBaseScript> ().npcName, toSay))); ClearSpeechBubble(); }
//Makes a call to SpeechControl on the UI with the arguments that determine what to say and the icon that is saying it. private IEnumerator SpeakToPlayer(string[] toSay, string name) { dialogueForPlayer = toSay; speechBubbleActive = true; yield return(StartCoroutine(mainSpeechControl.SaySomething(playerIcon, name, toSay))); //Do whatever action should be done for the NPC that is attached. GetComponent <NPCBaseScript> ().NPCActionAfterSpeaking(); }