示例#1
0
文件: NPC.cs 项目: Jlancy/DEE-files
    public void QuestTalk()
    {
        //tempQuest._QuestCompleted = true;
        //ImportanPersonTalking();
        //PortriatCase(DialogueTemp.DialogueEvent[i]._Person);
        if (!IsTalking && !Talk.Typing)
        {
            if (!PlayerHasItem)
            {
                Talk.StartText(questVillager._QuestInstructions);
            }

            else
            {
                Talk.StartText(questVillager._RewardText);
            }

            IsTalking = true;
        }
        else if (SkipChat || !Talk.Typing)
        {
            FinishChat = true;
        }
        else
        {
            SkipChat = true;
        }



        //StartCoroutine(TypeText(questVillager._QuestInstructions));
        //StartCoroutine(TypeText(questVillager._QuestInstructions));
        //Talk.StartText(questVillager._QuestInstructions);
    }
示例#2
0
    public void QuestTalk()
    {
        // have the npc start talking
        if (!PlayerHasItem)
        {
            PlayerHasItem = inventory.CheckItem(questVillager._RequiredItem);
        }

        if (!IsTalking && !Talk.Typing)
        {
            if (!PlayerHasItem)
            {
                Talk.StartText(questVillager._QuestInstructions);
            }

            else
            {
                Talk.StartText(questVillager._RewardText);
            }

            IsTalking = true;
        }

        // end chat with npc or contine npc next sentnce
        else if (!Talk.Typing)
        {
            Talk.SkipText = false;
            Talk.EndText();
            if (PlayerHasItem)
            {
                QuestGenerate.QuestCompletedCheck(questVillager);
            }


            if (!Talk.TalkContinued)
            {
                Talk.EndText();
                IsTalking = false;
            }

            if (!Talk.EndOfSentence)
            {
                Talk.TalkContinued = false;
            }
        }
        // skip chat
        else
        {
            Talk.SkipText = true;
        }
    }