public override void OnEnter() { if (!showAlways && executionCount >= showCount) { Continue(); return; } executionCount++; // Override the active say dialog if needed if (setSayDialog != null) { SayDialog.activeSayDialog = setSayDialog; } SayDialog sayDialog = SayDialog.GetSayDialog(); if (sayDialog == null) { Continue(); return; } Flowchart flowchart = GetFlowchart(); sayDialog.SetCharacter(character, flowchart); sayDialog.SetCharacterImage(portrait); bool fadingIn = false; bool movingIn = false; if (sayDialog.alwaysFadeDialog || fadeIn) { sayDialog.FadeInDialog(); fadingIn = true; } if (sayDialog.alwaysMoveDialog) { sayDialog.MoveInDialog(); movingIn = true; } if (!fadingIn && !movingIn) { sayDialog.ShowDialog(true); } if (voiceOverClip != null) { sayDialog.PlayVoiceOver(voiceOverClip); } string displayText = storyText; foreach (CustomTag ct in CustomTag.activeCustomTags) { displayText = displayText.Replace(ct.tagStartSymbol, ct.replaceTagStartWith); if (ct.tagEndSymbol != "" && ct.replaceTagEndWith != "") { displayText = displayText.Replace(ct.tagEndSymbol, ct.replaceTagEndWith); } } if (extendPrevious) { displayText = "{s=0}" + Dialog.prevStoryText + "{/s}" + displayText; } string subbedText = flowchart.SubstituteVariables(displayText); sayDialog.Say(subbedText, waitForClick, delegate { if (waitForClick) { bool fadingOut = false; bool movingOut = false; if (sayDialog.alwaysFadeDialog || fadeOut) { sayDialog.FadeOutDialog(); fadingOut = true; } if (sayDialog.alwaysMoveDialog) { sayDialog.MoveOutDialog(); movingOut = true; } if (!fadingOut && !movingOut) { sayDialog.ShowDialog(false); } } Continue(); }); }
public override void OnEnter() { if (!showAlways && executionCount >= showCount) { Continue(); return; } executionCount++; showBasicGUI = false; if (sayDialog == null) { // Try to get game's default SayDialog sayDialog = GetFungusScript().defaultSay; if (sayDialog == null) { // Try to get any SayDialog in the scene sayDialog = GameObject.FindObjectOfType <SayDialog>(); } if (sayDialog == null) { // No custom dialog box exists, just use basic gui showBasicGUI = true; return; } } FungusScript fungusScript = GetFungusScript(); sayDialog.SetCharacter(character, fungusScript); sayDialog.SetCharacterImage(portrait); if (fadeIn) { sayDialog.FadeInDialog(); } else { sayDialog.ShowDialog(true); } if (voiceOverClip != null) { sayDialog.PlayVoiceOver(voiceOverClip); } string extendedStoryText = storyText; if (extendPrevious) { extendedStoryText = "{s=0}" + Dialog.prevStoryText + "{/s}" + storyText; } string subbedText = fungusScript.SubstituteVariables(extendedStoryText); sayDialog.Say(subbedText, delegate { if (fadeOut) { sayDialog.FadeOutDialog(); } else { sayDialog.ShowDialog(false); } Continue(); }); }