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private void StopTalkingToCurrentActor() |
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{ |
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GameObject[] talkingTo = gameObject.GetComponent<NPC>().talkingTo; |
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for (int i = 0; i < talkingTo.Length; ++i) |
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if(talkingTo != null) |
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talkingTo[i].GetComponent<NPC>().npcState = NPCState.Idle; |
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for (int i = 0; i < talkingTo.Length; ++i) |
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{ |
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talkingTo[i].GetComponent<NPC>().npcState = NPCState.Idle; |
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} |
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} |
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} |
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for (int i = 0; i < talkingTo.Length; ++i) |
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if (talkingTo != null) |
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talkingTo[i].GetComponent<NPC>().npcState = NPCState.Talk; |
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for (int i = 0; i < talkingTo.Length; ++i) |
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{ |
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talkingTo[i].GetComponent<NPC>().npcState = NPCState.Talk; |
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} |
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} |