|
|
|
|
|
|
|
|
|
|
void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor) |
|
|
|
{ |
|
|
|
Debug.Log("OpenUIDialogue"); |
|
|
|
_interactionPanel.gameObject.SetActive(false); |
|
|
|
_dialogueController.gameObject.SetActive(true); |
|
|
|
} |
|
|
|
void CloseUIDialogue(int dialogueType) |
|
|
|
|
|
|
_onInteractionEndedEvent.RaiseEvent(); |
|
|
|
} |
|
|
|
|
|
|
|
private void OnDestroy() |
|
|
|
|
|
|
if (_gameStateManager.CurrentGameState == GameState.Gameplay) |
|
|
|
{ |
|
|
|
isForCooking = true; |
|
|
|
_interactionPanel.gameObject.SetActive(false); |
|
|
|
OpenInventoryScreen(); |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType) |
|
|
|
{ |
|
|
|
if (_gameStateManager.CurrentGameState == GameState.Gameplay) |
|
|
|
if (_gameStateManager.CurrentGameState != GameState.Combat) |
|
|
|
|
|
|
|
} |
|
|
|
else if (!isOpenEvent) |
|
|
|
{ |
|
|
|
_interactionPanel.gameObject.SetActive(isOpenEvent); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|