Add support for images in dialogue windows (#19)
- Extend editor nodes with custom DialogueContent data type that holds either image or text - Extend the dialogue importer to correctly process the new content into updated RuntimeDialogue content - Update SpeechBubble to be able to display either text or image - Add a custom property drawer for the DialogueContent to allow easy switching in graph authoring Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #19
This commit is contained in:
@@ -74,19 +74,96 @@ namespace Dialogue
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private void OnCharacterArrived()
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{
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if (speechBubble == null || ! HasAnyLines()) return;
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if (speechBubble == null || !HasAnyLines()) return;
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// Advance the dialogue state to move to the next content
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AdvanceDialogueState();
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// Get the current dialogue line
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string line = GetCurrentDialogueLine();
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// Check if we have DialogueContent available (prioritizing the new content system)
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DialogueContent content = GetCurrentDialogueContent();
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// Display the line with the new method that handles timed updates
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speechBubble.DisplayDialogueLine(line, HasAnyLines());
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// Advance dialogue state for next interaction
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if (content != null)
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{
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// Display the content with the method that handles both text and images
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// and pass whether there are more lines available for prompt display
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speechBubble.DisplayDialogueContent(content, HasAnyLines());
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// Log the content type for debugging
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Debug.Log($"Displaying content type: {content.ContentType} - {(content.ContentType == DialogueContentType.Text ? content.Text : content.Image?.name)}");
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}
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else
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{
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// Fall back to legacy text-only method if no DialogueContent is available
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string line = GetCurrentDialogueLine();
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speechBubble.DisplayDialogueLine(line, HasAnyLines());
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// Log for debugging
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Debug.Log($"Displaying legacy text: {line}");
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}
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}
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/// <summary>
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/// Get the current dialogue content (text or image)
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/// </summary>
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/// <returns>DialogueContent or null if only legacy text content is available</returns>
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private DialogueContent GetCurrentDialogueContent()
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{
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// Initialize if needed
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if (!initialized)
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{
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StartDialogue();
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}
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if (!IsActive || IsCompleted || currentNode == null)
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return null;
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// Check if we have DialogueContent available
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if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
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{
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// For WaitOnSlot nodes, use the appropriate content based on slot state
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
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{
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// Choose the appropriate content collection based on the current slot state
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List<DialogueContent> contentForState = currentNode.dialogueContent; // Default content
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switch (_currentSlotState)
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{
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case ItemSlotState.Incorrect:
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// Use incorrect item content if available
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if (currentNode.incorrectItemContent != null && currentNode.incorrectItemContent.Count > 0)
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contentForState = currentNode.incorrectItemContent;
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break;
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case ItemSlotState.Forbidden:
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// Use forbidden item content if available
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if (currentNode.forbiddenItemContent != null && currentNode.forbiddenItemContent.Count > 0)
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contentForState = currentNode.forbiddenItemContent;
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break;
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}
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// If we have content for this state, return the current one
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if (contentForState != null && contentForState.Count > 0)
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{
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// Make sure index is within bounds
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int index = Mathf.Clamp(currentLineIndex, 0, contentForState.Count - 1);
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return contentForState[index];
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}
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return null; // No content for this slot state
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}
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else
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{
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// For other node types, use the default dialogueContent
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if (currentLineIndex >= 0 && currentLineIndex < currentNode.dialogueContent.Count)
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{
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return currentNode.dialogueContent[currentLineIndex];
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}
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}
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}
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// No DialogueContent available, will fall back to legacy text handling
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return null;
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}
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private void OnDestroy()
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{
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// Unregister from events
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@@ -205,7 +282,7 @@ namespace Dialogue
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{
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// If the condition was satisfied earlier, move to the next node immediately
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if (_conditionSatisfiedPendingAdvance)
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{
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@@ -213,21 +290,44 @@ namespace Dialogue
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MoveToNextNode();
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return;
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}
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// First check if we have any dialogueContent to process
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bool hasDialogueContent = currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0;
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// If we have more lines in the current node, advance to the next line
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if (currentLineIndex < currentNode.dialogueLines.Count - 1)
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if (hasDialogueContent)
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{
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currentLineIndex++;
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return;
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// If we have dialogueContent and there are more entries, advance to the next one
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if (currentLineIndex < currentNode.dialogueContent.Count - 1)
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{
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currentLineIndex++;
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return;
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}
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// If we should loop through content, reset the index
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if (currentNode.loopThroughLines && currentNode.dialogueContent.Count > 0)
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{
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currentLineIndex = 0;
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return;
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}
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}
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// If we should loop through lines, reset the index
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if (currentNode.loopThroughLines && currentNode.dialogueLines.Count > 0)
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else
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{
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currentLineIndex = 0;
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return;
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// Fall back to legacy dialogueLines
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// If we have more lines in the current node, advance to the next line
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if (currentLineIndex < currentNode.dialogueLines.Count - 1)
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{
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currentLineIndex++;
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return;
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}
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// If we should loop through lines, reset the index
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if (currentNode.loopThroughLines && currentNode.dialogueLines.Count > 0)
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{
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currentLineIndex = 0;
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return;
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}
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}
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// If we're at a node that doesn't have a next node, we're done
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if (string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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@@ -235,7 +335,7 @@ namespace Dialogue
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IsCompleted = true;
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return;
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}
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// Move to the next node only if no conditions to wait for
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if (!IsWaitingForCondition())
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{
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@@ -560,60 +660,110 @@ namespace Dialogue
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// Special case: if condition has been satisfied but not yet advanced, we should show lines
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if (_conditionSatisfiedPendingAdvance && !string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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// Check if the next node would have lines
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// Check if the next node would have lines or content
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RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
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return nextNode != null &&
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((nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
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(nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
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nextNode.nodeType != RuntimeDialogueNodeType.End);
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}
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// For WaitOnSlot nodes, check for lines based on current slot state
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// For WaitOnSlot nodes, check for lines or content based on current slot state
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
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{
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// Choose the appropriate line collection based on the current slot state
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List<string> linesForState = currentNode.dialogueLines; // Default lines
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// First check for DialogueContent
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if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
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{
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// Choose the appropriate content collection based on the current slot state
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List<DialogueContent> contentForState = currentNode.dialogueContent;
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switch (_currentSlotState)
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{
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case ItemSlotState.Incorrect:
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if (currentNode.incorrectItemContent != null && currentNode.incorrectItemContent.Count > 0)
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contentForState = currentNode.incorrectItemContent;
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break;
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case ItemSlotState.Forbidden:
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if (currentNode.forbiddenItemContent != null && currentNode.forbiddenItemContent.Count > 0)
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contentForState = currentNode.forbiddenItemContent;
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break;
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}
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if (contentForState.Count > 0)
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{
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if (currentLineIndex < contentForState.Count - 1 || currentNode.loopThroughLines)
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{
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return true;
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}
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}
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}
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// Fall back to legacy text lines
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List<string> linesForState = currentNode.dialogueLines;
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switch (_currentSlotState)
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{
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case ItemSlotState.Incorrect:
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// Use incorrect item lines if available, otherwise fall back to default lines
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if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
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linesForState = currentNode.incorrectItemLines;
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break;
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case ItemSlotState.Forbidden:
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// Use forbidden item lines if available, otherwise fall back to default lines
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if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
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linesForState = currentNode.forbiddenItemLines;
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break;
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}
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// Check if we have any lines for the current state
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if (linesForState != null && linesForState.Count > 0)
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{
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// If we're not at the end of the lines or we loop through them
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if (currentLineIndex < linesForState.Count - 1 || currentNode.loopThroughLines)
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{
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return true;
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}
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}
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}
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// For other node types, use the standard check
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else if (currentNode.dialogueLines.Count > 0)
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// For other node types, check for DialogueContent first, then fall back to legacy text
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else
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{
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// If we're not at the end of the lines or we loop through them
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if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
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// Check for DialogueContent
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if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
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{
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return true;
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if (currentLineIndex < currentNode.dialogueContent.Count - 1 || currentNode.loopThroughLines)
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{
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return true;
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}
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// If we're at the end of content but not waiting for a condition and have a next node
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if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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return nextNode != null &&
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((nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
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(nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
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nextNode.nodeType != RuntimeDialogueNodeType.End);
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}
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}
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// If we're at the end of lines but not waiting for a condition and have a next node
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if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
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// Fall back to legacy text lines
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if (currentNode.dialogueLines != null && currentNode.dialogueLines.Count > 0)
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{
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// We need to check if the next node would have lines
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RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
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if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
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{
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return true;
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}
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// If we're at the end of lines but not waiting for a condition and have a next node
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if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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return nextNode != null &&
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((nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
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(nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
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nextNode.nodeType != RuntimeDialogueNodeType.End);
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}
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}
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}
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return false;
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}
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76
Assets/Scripts/Dialogue/DialogueContent.cs
Normal file
76
Assets/Scripts/Dialogue/DialogueContent.cs
Normal file
@@ -0,0 +1,76 @@
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using System;
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using UnityEngine;
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namespace Dialogue
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{
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/// <summary>
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/// Content type for dialogue entries
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/// </summary>
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public enum DialogueContentType
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{
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Text,
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Image
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}
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/// <summary>
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/// Wrapper class for dialogue content that can be either text or image
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/// </summary>
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[Serializable]
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public class DialogueContent
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{
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[SerializeField] private DialogueContentType _contentType = DialogueContentType.Text;
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[SerializeField] private string _text = string.Empty;
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[SerializeField] private Sprite _image = null;
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/// <summary>
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/// The type of content this entry contains
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/// </summary>
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public DialogueContentType ContentType => _contentType;
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/// <summary>
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/// The text content (valid when ContentType is Text)
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/// </summary>
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public string Text => _text;
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/// <summary>
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/// The image content (valid when ContentType is Image)
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/// </summary>
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public Sprite Image => _image;
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/// <summary>
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/// Create text content
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/// </summary>
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/// <param name="text">The text to display</param>
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public static DialogueContent CreateText(string text)
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{
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return new DialogueContent
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{
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_contentType = DialogueContentType.Text,
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_text = text
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};
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}
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/// <summary>
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/// Create image content
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/// </summary>
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/// <param name="image">The image to display</param>
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public static DialogueContent CreateImage(Sprite image)
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{
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return new DialogueContent
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{
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_contentType = DialogueContentType.Image,
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_image = image
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};
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}
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/// <summary>
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/// Returns a string representation of this content
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/// </summary>
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public override string ToString()
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{
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return ContentType == DialogueContentType.Text
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? $"Text: {_text}"
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: $"Image: {_image?.name ?? "None"}";
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}
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}
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}
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3
Assets/Scripts/Dialogue/DialogueContent.cs.meta
Normal file
3
Assets/Scripts/Dialogue/DialogueContent.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6b479dc736d44dea83d4d2cf4d940d8b
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timeCreated: 1759912630
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@@ -36,10 +36,14 @@ namespace Dialogue
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public RuntimeDialogueNodeType nodeType;
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public string nextNodeID;
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// Basic dialogue
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// Basic dialogue - legacy text-only field
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[HideInInspector]
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public List<string> dialogueLines = new List<string>();
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public bool loopThroughLines;
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// New mixed content field that supports both text and images
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public List<DialogueContent> dialogueContent = new List<DialogueContent>();
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// Conditional nodes
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public string puzzleStepID; // For WaitOnPuzzleStep
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public string pickupItemID; // For WaitOnPickup
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@@ -47,9 +51,14 @@ namespace Dialogue
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public string combinationResultItemID; // For WaitOnCombination
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// For WaitOnSlot - different responses
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[HideInInspector]
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public List<string> incorrectItemLines = new List<string>();
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public bool loopThroughIncorrectLines;
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public List<DialogueContent> incorrectItemContent = new List<DialogueContent>();
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[HideInInspector]
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public List<string> forbiddenItemLines = new List<string>();
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public bool loopThroughForbiddenLines;
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public List<DialogueContent> forbiddenItemContent = new List<DialogueContent>();
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}
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}
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@@ -2,6 +2,7 @@
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Dialogue
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{
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@@ -18,6 +19,7 @@ namespace Dialogue
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public class SpeechBubble : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI textDisplay;
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[SerializeField] private Image imageDisplay; // New field for displaying images
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[SerializeField] private TextDisplayMode displayMode = TextDisplayMode.Typewriter;
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[SerializeField] private float typewriterSpeed = 0.05f; // Time between characters in seconds
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[SerializeField] private AudioSource typingSoundSource;
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@@ -29,11 +31,18 @@ namespace Dialogue
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private Coroutine typewriterCoroutine;
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private Coroutine promptUpdateCoroutine;
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private string currentFullText = string.Empty;
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private Sprite currentImage = null;
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private bool isVisible = false;
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private DialogueContentType currentContentType = DialogueContentType.Text;
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private void Awake()
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{
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// Ensure we have both components
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if (textDisplay == null)
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Debug.LogError("SpeechBubble: TextMeshProUGUI component is not assigned!");
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if (imageDisplay == null)
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Debug.LogError("SpeechBubble: Image component is not assigned!");
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}
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/// <summary>
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@@ -92,6 +101,7 @@ namespace Dialogue
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}
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currentFullText = text;
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currentContentType = DialogueContentType.Text;
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// Stop any existing typewriter effect
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if (typewriterCoroutine != null)
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@@ -100,6 +110,13 @@ namespace Dialogue
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typewriterCoroutine = null;
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}
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// Activate text display, deactivate image display
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textDisplay.gameObject.SetActive(true);
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if (imageDisplay != null)
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{
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imageDisplay.gameObject.SetActive(false);
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}
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// Display text based on the selected mode
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if (displayMode == TextDisplayMode.Instant)
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{
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@@ -259,5 +276,117 @@ namespace Dialogue
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typewriterCoroutine = null;
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}
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/// <summary>
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/// Set the image to display in the speech bubble
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/// </summary>
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/// <param name="sprite">Sprite to display</param>
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public void SetImage(Sprite sprite)
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{
|
||||
if (imageDisplay == null)
|
||||
{
|
||||
Debug.LogError("SpeechBubble: Image component is not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
currentImage = sprite;
|
||||
currentContentType = DialogueContentType.Image;
|
||||
|
||||
// Activate image display, set the sprite
|
||||
imageDisplay.gameObject.SetActive(true);
|
||||
imageDisplay.sprite = sprite;
|
||||
|
||||
// Deactivate text display
|
||||
if (textDisplay != null)
|
||||
{
|
||||
textDisplay.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Make sure the bubble is visible when setting image
|
||||
if (!isVisible)
|
||||
Show();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear the displayed image
|
||||
/// </summary>
|
||||
public void ClearImage()
|
||||
{
|
||||
SetImage(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the content of the speech bubble (text or image)
|
||||
/// </summary>
|
||||
/// <param name="text">Text content</param>
|
||||
/// <param name="image">Image content</param>
|
||||
public void SetContent(string text, Sprite image)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(text))
|
||||
{
|
||||
currentContentType = DialogueContentType.Text;
|
||||
SetText(text);
|
||||
}
|
||||
else if (image != null)
|
||||
{
|
||||
currentContentType = DialogueContentType.Image;
|
||||
SetImage(image);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current content type of the speech bubble
|
||||
/// </summary>
|
||||
/// <returns>Current content type</returns>
|
||||
public DialogueContentType GetCurrentContentType()
|
||||
{
|
||||
return currentContentType;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display dialogue content (text or image)
|
||||
/// </summary>
|
||||
/// <param name="content">The dialogue content to display</param>
|
||||
/// <param name="hasMoreDialogue">Whether there are more dialogue content items available</param>
|
||||
public void DisplayDialogueContent(DialogueContent content, bool hasMoreDialogue)
|
||||
{
|
||||
// Cancel any existing prompt update
|
||||
if (promptUpdateCoroutine != null)
|
||||
{
|
||||
StopCoroutine(promptUpdateCoroutine);
|
||||
promptUpdateCoroutine = null;
|
||||
}
|
||||
|
||||
if (content == null)
|
||||
{
|
||||
UpdatePromptVisibility(hasMoreDialogue);
|
||||
return;
|
||||
}
|
||||
|
||||
// Display the content based on its type
|
||||
currentContentType = content.ContentType;
|
||||
|
||||
if (content.ContentType == DialogueContentType.Text)
|
||||
{
|
||||
// Show text display, hide image display
|
||||
textDisplay.gameObject.SetActive(true);
|
||||
if (imageDisplay != null) imageDisplay.gameObject.SetActive(false);
|
||||
|
||||
// Display the text
|
||||
DisplayDialogueLine(content.Text, hasMoreDialogue);
|
||||
}
|
||||
else // Image content
|
||||
{
|
||||
// Hide text display, show image display
|
||||
textDisplay.gameObject.SetActive(false);
|
||||
if (imageDisplay != null) imageDisplay.gameObject.SetActive(true);
|
||||
|
||||
// Set the image
|
||||
SetImage(content.Image);
|
||||
|
||||
// After a delay, update the prompt visibility
|
||||
promptUpdateCoroutine = StartCoroutine(UpdatePromptAfterDelay(hasMoreDialogue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 877344c7a0014922bc3a2a469e03792d
|
||||
timeCreated: 1759050622
|
||||
Reference in New Issue
Block a user