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public void ShowDialog(string message) + public void ShowDialog(string message, Animator player, Animator quester) { + if (player != null) + { + player.SetBool("Talking", true); + this.player = player; + } + + if (quester != null) + { + quester.SetBool("Talking", true); + this.quester = quester; + } + print("should be showing dialog"); if (dialogCoroutine != null) StopCoroutine(dialogCoroutine); dialogCoroutine = StartCoroutine(ShowDialogCoroutine(message)); @@ -58,6 +87,18 @@ public class DialogManager : MonoBehaviour public void HideDialog() { + if (player != null) + { + player.SetBool("Talking", false); + player = null; + } + + if (quester != null) + { + player.SetBool("Talking", false); + quester = null; + } + dialogPanel.SetActive(false); playerMovement.moveAllowed = true; } diff --git a/blueberryPeak/Assets/Scripts/Player/PlayerInteraction.cs b/blueberryPeak/Assets/Scripts/Player/PlayerInteraction.cs index 0d6e0b8..237150b 100644 --- a/blueberryPeak/Assets/Scripts/Player/PlayerInteraction.cs +++ b/blueberryPeak/Assets/Scripts/Player/PlayerInteraction.cs @@ -17,6 +17,8 @@ public class PlayerInteraction : MonoBehaviour private DialogManager dialogManager; private List inventory = new(); + private GameObject speaker; + private bool talking; private void Start() @@ -47,17 +49,17 @@ public class PlayerInteraction : MonoBehaviour private void OnInteract(InputAction.CallbackContext context) { - print("talking: " + talking); if (context.performed && !talking) { - var speaker = interactableObjects.Count > 0 ? ColliderInteractable() : PhysicsRaycastInteractable(); + speaker = interactableObjects.Count > 0 ? ColliderInteractable() : PhysicsRaycastInteractable(); dialog = speaker.GetComponent().Talk(); if (dialog == null) return; // immedeately start the dialog - dialogManager.ShowDialog("" + dialog[dialogIndex].speaker + ": " + dialog[dialogIndex].text); - print("testo"); + dialogManager.ShowDialog("" + dialog[dialogIndex].speaker + ": " + dialog[dialogIndex].text, + gameObject.GetComponentInChildren(), speaker.GetComponentInChildren()); + talking = true; // skip the 0th dialog entry since it has already been shown dialogIndex++; @@ -68,6 +70,7 @@ public class PlayerInteraction : MonoBehaviour // reset the dialog to be null so it cannot be scrolled through when not in an interaction dialog = null; talking = false; + speaker = null; dialogManager.HideDialog(); } } @@ -109,7 +112,9 @@ public class PlayerInteraction : MonoBehaviour // scroll the dialog only if there is text to be shown print(dialog[dialogIndex].text); - dialogManager.ShowDialog("" + dialog[dialogIndex].speaker + ": " + dialog[dialogIndex].text); + dialogManager.ShowDialog("" + dialog[dialogIndex].speaker + ": " + dialog[dialogIndex].text, + gameObject?.GetComponentInChildren(), speaker?.GetComponentInChildren()); + dialogIndex++; if (dialogIndex >= dialog.Length) { @@ -121,6 +126,7 @@ public class PlayerInteraction : MonoBehaviour print(" " + talking); talking = false; print(" " + talking); + speaker = null; dialogManager.HideDialog(); } }