public override void OnLineStyleUpdated(string styleName) { DialogueStyle characterStyle = StylesController.GetStyle(styleName); CurrentStyle = characterStyle; TextManager.SetStyle(characterStyle.TextStyle); VoiceManager.SetStyle(characterStyle.VoiceStyle); }
public override void OnDialogueStarted() { if (CurrentActer != null && CurrentActer.IsBlocking) { base.OnDialogueStarted(); } CurrentActer?.OnStartTalk(); TextManager.Open(); VoiceManager.Open(); }
public override void OnDialogueEnded() { if (CurrentActer != null && CurrentActer.IsBlocking) { base.OnDialogueEnded(); } CurrentActer?.OnEndTalk(); CurrentActer = null; StopAllCoroutines(); TextManager.Close(); VoiceManager.Close(); }
private void ProcessDialogue(string dialogue) { // Antes de hacer nada se analiza el texto y se clasifican internamente las partes con tags y las simples IDialogueText classifiedCharacterDialogue = DialogueTextAnalyser.AnalyseText(dialogue); if (CurrentStyle.Delay > 0.0f) { //StartCoroutine(DoParseAccumulated(classifiedCharacterDialogue)); StartCoroutine(DoParseSingle(classifiedCharacterDialogue)); } else { TextManager.ShowDialogueAccumulated(dialogue); } VoiceManager.SpeakDialogueAccumulated(classifiedCharacterDialogue.ToStringClean()); }
public override void OnLineStarted() { TextManager.StartLine(); VoiceManager.StartLine(); }