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Added dialogue shot to step controller script

/main
Amel Negra 4 年前
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d464d645
共有 1 个文件被更改,包括 6 次插入2 次删除
  1. 8
      UOP1_Project/Assets/Scripts/Quests/StepController.cs

8
UOP1_Project/Assets/Scripts/Quests/StepController.cs


[Header("Broadcasting on channels")]
//[SerializeField]
public DialogueDataChannelSO _startDialogueEvent = default;
[Header("Dialogue Shot Camera")]
public GameObject dialogueShot;
//check if character is actif. An actif character is the character concerned by the step.
private DialogueDataSO _currentDialogue;

private void Start()
{
if (dialogueShot) dialogueShot.SetActive(false);
}
void PlayDefaultDialogue()

_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
isInDialogue = true;
if (dialogueShot) dialogueShot.SetActive(true);
}
void EndDialogue()
{

ResumeConversation();
isInDialogue = false;
if (dialogueShot) dialogueShot.SetActive(false);
}
void PlayLoseDialogue()

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