Setup "Click to exit" on the dialogue to prevent snapping on end

This commit is contained in:
Amaan Shawkath
2023-07-09 10:07:14 +01:00
parent d2bea3814a
commit d17c7b59e3
5 changed files with 440 additions and 9 deletions

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@@ -27,11 +27,7 @@ public class DialogueController : MonoBehaviour
public void OnQuestionsFinished(string characterName) public void OnQuestionsFinished(string characterName)
{ {
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CharacterManager.Instance.SetInterviewed(characterName); CharacterManager.Instance.SetInterviewed(characterName);
PlayerController.Instance.cameraMovement = true;
m_dialoguePanel.gameObject.SetActive(false);
} }
public void Debug_NextCharacter() public void Debug_NextCharacter()

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@@ -16,6 +16,7 @@ public class DialoguePanel : MonoBehaviour
[SerializeField] private TMP_Text m_characterNameText; [SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private TMP_Text m_characterText; [SerializeField] private TMP_Text m_characterText;
[SerializeField] private CharacterSheetController m_characterSheetController; [SerializeField] private CharacterSheetController m_characterSheetController;
[SerializeField] private GameObject m_dialogueEndedIndicator;
private const float TypingSpeed = 0.03f; private const float TypingSpeed = 0.03f;
@@ -58,6 +59,7 @@ public class DialoguePanel : MonoBehaviour
SetupCharacterSheet(); SetupCharacterSheet();
// Only show the character sheet if they have already been interviewed.
if (CharacterManager.Instance.CharacterInterviewed(characterData.name)) if (CharacterManager.Instance.CharacterInterviewed(characterData.name))
{ {
m_characterSheet.SetName(characterData.name); m_characterSheet.SetName(characterData.name);
@@ -77,6 +79,8 @@ public class DialoguePanel : MonoBehaviour
{ {
button.interactable = true; button.interactable = true;
} }
m_dialogueEndedIndicator.SetActive(false);
} }
private void SetupCharacterSheet() private void SetupCharacterSheet()
@@ -148,8 +152,9 @@ public class DialoguePanel : MonoBehaviour
// If we've asked all the questions we should mark this character as interviewed and continue. // If we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished) if (QuestionsFinished)
{ {
m_dialogueEndedIndicator.SetActive(true);
OnQuestionsFinished?.Invoke(m_currentCharacter.name); OnQuestionsFinished?.Invoke(m_currentCharacter.name);
yield break;
} }
// Re-enable the questions. // Re-enable the questions.
@@ -192,6 +197,16 @@ public class DialoguePanel : MonoBehaviour
// Callback from Unity on the skip button. // Callback from Unity on the skip button.
public void Action_SkipButtonClicked() public void Action_SkipButtonClicked()
{ {
if (m_skipped && QuestionsFinished)
DialogueEndedClicked();
m_skipped = true; m_skipped = true;
} }
// Sets the character as interviewed and releases control back to player.
public void DialogueEndedClicked()
{
PlayerController.Instance.cameraMovement = true;
gameObject.SetActive(false);
}
} }