protected virtual void DialogueOnStatusChanged(DialogueStatus before, DialogueStatus after, Dialogue self, IDialogueOwner owner) { if (after == DialogueStatus.InActive) { var trigger = GetComponent <TriggerBase>(); if (trigger != null) { trigger.UnUse(); } } }
/// <summary> /// Note: This clears the dialogueOwner on this manager. If you want to set the manager call SetCurrentDialogueOwner, which can also set the dialogue. /// </summary> /// <param name="dialogue"></param> public virtual void SetCurrentDialogue(Dialogue dialogue) { SetCurrentDialogue(dialogue, null); }
protected virtual void DialogueOnStatusChanged(DialogueStatus before, DialogueStatus after, Devdog.QuestSystemPro.Dialogue.Dialogue self, IDialogueOwner owner) { }
protected virtual void NotifyCurrentDialogueStatusChanged(DialogueStatus before, DialogueStatus after, Dialogue self, IDialogueOwner owner) { if (OnCurrentDialogueStatusChanged != null) { OnCurrentDialogueStatusChanged(before, after, self, owner); } }
public bool CanUse(Dialogue dialogue) { return(conditions.All(o => o.CanUse(dialogue)) && dialogue.nodes[toNodeIndex].CanUseNode()); }