void Interacting_Enter() { if (!onPlatform) { gameObject.SetActive(true); // ??? dialog.SetDialog(dialogue); } else { dialog.SetDialog(platformDialogue); } }
void Interacting_Enter() { if (dj.State == States.Jamming) { dialogues = IdleDialogues; } else { dialogues = GuardingDialogues; } dialog.SetDialog(dialogues.RandomItem()); selectable.fsm.ChangeState(States.Disabled); }
IEnumerator Idle_Enter() { horse.fsm.ChangeState(States.Idle); DialogueController dialog = WorldManager.instance.dialogue; dialog.SetDialog(startingDialogue); while (dialog.fsm.State != States.Disabled) { yield return(null); } horseArea.SetActive(true); foreach (Collider2D collider in gateColliders) { collider.enabled = false; } }
void Interacting_Enter() { gameObject.SetActive(true); dialog.SetDialog(dialogues[UnityEngine.Random.Range(0, dialogues.Length)]); }
void Interacting_Enter() { dialog.SetDialog(dialogue); selectable.fsm.ChangeState(States.Disabled); // can't re-enable the dj. }
void Interacting_Enter() { dialog.SetDialog(dialogues[UnityEngine.Random.Range(0, dialogues.Length)]); selectable.fsm.ChangeState(States.Disabled); }