diff --git a/Assets/Scripts/DialogueSystem/DialogueController.cs b/Assets/Scripts/DialogueSystem/DialogueController.cs index 66682ff..074d6c4 100644 --- a/Assets/Scripts/DialogueSystem/DialogueController.cs +++ b/Assets/Scripts/DialogueSystem/DialogueController.cs @@ -29,10 +29,9 @@ public class DialogueController : MonoBehaviour Debug.Log($"DialogueController: Character {characterName} finished interviewing"); CharacterManager.Instance.SetInterviewed(characterName); - PlayerController.Instance.cameraMovement = true; - // TODO: stop the dialogue and return to gameplay... - // TODO: we could probably show a "Quit" button highlighted. + + m_dialoguePanel.gameObject.SetActive(false); } public void Debug_NextCharacter() diff --git a/Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs b/Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs index 0642796..367283d 100644 --- a/Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs +++ b/Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs @@ -57,8 +57,17 @@ public class DialoguePanel : MonoBehaviour m_characterText.text = "Select an option..."; SetupCharacterSheet(); - m_characterSheet.SetName(characterData.name); - m_characterSheet.gameObject.SetActive(true); + + if (CharacterManager.Instance.CharacterInterviewed(characterData.name)) + { + m_characterSheet.SetName(characterData.name); + m_characterSheet.gameObject.SetActive(true); + + // Hide the dialogue panel. + gameObject.SetActive(false); + + return; + } m_questionIndexAsked.Clear(); m_questionHolder.gameObject.SetActive(true);